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    <title>All Topics| Superboss Games Issue Tracker</title>
    <description>Top</description>
    <generator>Helprace RSS</generator>
    <link>https://superbossgames.helprace.com/s1-intruder/all/top?format=rss</link>
    <item>
      <title>Arrest incentivisation, corpse interaction.</title>
      <description><![CDATA[<p>When faced with the decision, arrest or kill, the obvious tactical decision is to kill. An arrest allows the opponent to continue speaking, takes longer, and may render the arresting party out of position. Arresting provides little tactical advantage to the arresting party.</p>
<p>If however, interacting with an arrested enemy allowed an individual to listen in on the communication of the opposing team, an arrest could provide valuable intel.</p>
<p>For example, say a guard arrests an intruder. He may now listen in on the intruder comms. However, he may leave himself or his teammates exposed as he listens, for he[_cuted_]</p>]]></description>
      <pubDate>Tue, 18 Jul 2017 02:22:07 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i140-arrest-incentivisation-corpse-interaction</link>
      <guid>https://superbossgames.helprace.com/i140-arrest-incentivisation-corpse-interaction</guid>
      <author>Skurdge</author>
      <dc:creator>Skurdge</dc:creator>
      <content:encoded><![CDATA[<p><span style="font-weight: 400;">When faced with the decision, arrest or kill, the obvious tactical decision is to kill. An arrest allows the opponent to continue speaking, takes longer, and may render the arresting party out of position. Arresting provides little tactical advantage to the arresting party.</span></p>
<p><span style="font-weight: 400;">If however, interacting with an arrested enemy allowed an individual to listen in on the communication of the opposing team, an arrest could provide valuable intel.</span></p>
<p><span style="font-weight: 400;">For example, say a guard arrests an intruder. He may now listen in on the intruder comms. However, he may leave himself or his teammates exposed as he listens, for he would not be able to listen to both teams simultaneously.</span></p>
<p><span style="font-weight: 400;">Another idea would be to allow the arresting party to communicate with the enemy team. This would allow for a more dynamic variation of the above suggestion.</span></p>
<p><span style="font-weight: 400;">For example, say a guard arrests an intruder. He may now listen to their comms. The guard may try to thwart suspicions of the enemy team. He may lead his opponents to their doom. He may plant false information within the intruder ranks. As above, he may leave himself or his teammates exposed, for he would not be able to communicate with both teams simultaneously.</span></p>
<p><span style="font-weight: 400;">It may also be beneficial to allow an arrested party to be freed by their teammates. Although this may tip the scale in favor of killing rather than arresting, it could balance out any issues that may be packaged with some of my prior suggestions.</span></p>
<p><span style="font-weight: 400;">My final suggestion is the capacity to drag bodies. Dragging bodies could refine gameplay into that of a higher tier stealth game. Whether it be a teammate or an enemy, starving the opponent of that valuable intel can be an integral part of stealth gameplay.</span></p>
<p><br>
<span style="font-weight: 400;">Thanks for reading through my ideas, I welcome any and all criticism with open arms. Thanks in advance for your feedback.</span></p>]]></content:encoded>
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    <item>
      <title>Holster Idea</title>
      <description><![CDATA[<p>I think that it should show the sniper on the persons back who picked it up? This would allow you to know the sniper is dead or who has it when you are scouting out. It allows for even more tactical play and strategies. </p>]]></description>
      <pubDate>Wed, 11 Jan 2017 10:52:28 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i65-holster-idea</link>
      <guid>https://superbossgames.helprace.com/i65-holster-idea</guid>
      <author>Kizza</author>
      <dc:creator>Kizza</dc:creator>
      <content:encoded><![CDATA[<p>I think that it should show the sniper on the persons back who picked it up? This would allow you to know the sniper is dead or who has it when you are scouting out. It allows for even more tactical play and strategies. </p>]]></content:encoded>
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      <title>Corpse Inspection Reveals Details on how they died </title>
      <description><![CDATA[<p>Instead of just telling you that they're dead using your hands on a corpse will tell you realistically available information on the details of his death.  Details include: </p>
<ul>
<li>An approximation on how warm the body is (telling you how long its been since he was killed</li>
<li>How much and what size wounds are on him (small medium and large for the pistol smg and sniper respectively ) </li>
<li>What weapon and how much ammo in the mag of whatever gun he was using when he died (to tell if he was in combat when killed)</li>
<li>whether or not he was arrested.</li>
<li>(this[_cuted_]</li></ul>]]></description>
      <pubDate>Wed, 24 May 2017 03:52:23 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i126-corpse-inspection-reveals-details-on-how-they-died</link>
      <guid>https://superbossgames.helprace.com/i126-corpse-inspection-reveals-details-on-how-they-died</guid>
      <author>Yabba</author>
      <dc:creator>Yabba</dc:creator>
      <content:encoded><![CDATA[<p>Instead of just telling you that they're dead using your hands on a corpse will tell you realistically available information on the details of his death.  Details include: </p>
<ul>
<li>An approximation on how warm the body is (telling you how long its been since he was killed</li>
<li>How much and what size wounds are on him (small medium and large for the pistol smg and sniper respectively ) </li>
<li>What weapon and how much ammo in the mag of whatever gun he was using when he died (to tell if he was in combat when killed)</li>
<li>whether or not he was arrested.</li>
<li>(this is a lot of information to get from just touching the body, so maybe it could come in waves as long as the player interacts with the body)</li>
</ul>
<p>Specific Messages for specific Scenarios</p>
<ul>
<li>Player Drowned to death - "he somehow drowned to death"</li>
<li>Player died from falling - "his shattered body suggests he fell from a large height"</li>
<li>Player goomba stomped - "it seems like a great force pushed his head was down into his neck"</li>
<li>Player spawned late in a round "how strange, its like he was never alive at all"</li>
<li>Player moves to spectate after being arrested "it seems as if he gave up the will to live Ooba ooba"</li>
</ul>
<p>The body's "history" shouldn't stop recording at point of death, any damage to the body after death should show up. Suppose if someone was headshotted off of a zipline by a smg, inspecting the corpse should tell you that both his head was shot and he has a lot of broken bones, and the inspector would have to use reasoning to understand how he died. Another scenario could be be a intruder gets headshotted by a guard, who then empty's his mag into the then dead bodys back to make sure the intruder is really dead, a few minutes later another guard comes along and shoots him in the head with the pistol to make sure himself. Inspecting the body after these events  would reveal that the intruder has 1 medium and 1 small sized bullet wound in his head from the headshots and a lot of medium sized bullet wounds to other miscellaneous parts of his body. After these events anyone inspecting the body would get a lot of information but be unable to tel exactly what killed him. Smart people could shoot enemy bodies after death throw the allies of the recently deceased off his trail. </p>
<p>I apologize for my horrible grammar / spelling in this post but i must sleep.</p>
<p>400+ words, fuck me</p>]]></content:encoded>
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    <item>
      <title>Radio Jammer</title>
      <description><![CDATA[<p>Any player can pull up the radio by pressing ‘F’. The radio can be used as a vital tool to help communicate with your teammates from a far distance. A radio jammer would create distortion in an area so a player on the other team near you could not communicate effectively. The pros of this device are simply to block the other persons communication which could result in the other teammate being confused or receiving static as a reply. The only drawback we see with this is the fact that if too many, it could potentially block all communication in[_cuted_]</p>]]></description>
      <pubDate>Mon, 04 Apr 2016 17:25:42 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i37-radio-jammer</link>
      <guid>https://superbossgames.helprace.com/i37-radio-jammer</guid>
      <author>Bloxri</author>
      <dc:creator>Bloxri</dc:creator>
      <content:encoded><![CDATA[<p><span style="font-weight: 400;">Any player can pull up the radio by pressing ‘F’. The radio can be used as a vital tool to help communicate with your teammates from a far distance. A radio jammer would create distortion in an area so a player on the other team near you could not communicate effectively. The pros of this device are simply to block the other persons communication which could result in the other teammate being confused or receiving static as a reply. The only drawback we see with this is the fact that if too many, it could potentially block all communication in game.</span></p>
<p><span style="font-weight: 400;">The only way we see this working well is if each side only gets one of these. These jammers will have a certain radius that will affect the other team.  The radio jammer will only last about a minute long and would have a certain radius that wouldn’t be to overpowering.</span></p>
<p> </p>
<p><span style="font-weight: 400;"><img src="https://3dwarehouse.sketchup.com/warehouse/getpubliccontent?contentId=b569a428-dea2-4678-a147-eb2ae36a66a8" alt=""></span></p>]]></content:encoded>
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    <item>
      <title>Taser</title>
      <description><![CDATA[<p>Better ranged take down weapon, one time use only. It would help in those instances where you're sneaking up on people but they turn around last second, but instead you're actually able to reach them in time because of the taser range. It would be not too silent, people would be able to hear the short quiet jolt from nearby, and maybe a sound from the person's communications for about a quarter of a second after they get shocked. and of course this would allow for more rag-doll hilarity as the enemy twitches about in a silly way. This would[_cuted_]</p>]]></description>
      <pubDate>Mon, 08 May 2017 18:12:44 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i115-taser</link>
      <guid>https://superbossgames.helprace.com/i115-taser</guid>
      <author>Polybius</author>
      <dc:creator>Polybius</dc:creator>
      <content:encoded><![CDATA[<p>Better ranged take down weapon, one time use only. It would help in those instances where you're sneaking up on people but they turn around last second, but instead you're actually able to reach them in time because of the taser range. It would be not too silent, people would be able to hear the short quiet jolt from nearby, and maybe a sound from the person's communications for about a quarter of a second after they get shocked. and of course this would allow for more rag-doll hilarity as the enemy twitches about in a silly way. This would increase tactical approach methods. An example would be a creaked door, it would be an excellent way to sneak the use of a taser; for example a situation where you creak a door slightly open, and wait for a guard to walk past, you shoot between the creak of the door and the frame to let the pins of the taser slip past and hit the guard. where as if they see the door swing open and one attempt to arrest, its inevitable to get riddled with bullets without success to an arrest.</p>]]></content:encoded>
    </item>
    <item>
      <title>Ability to Change Lobby Size When Creating a Room</title>
      <description><![CDATA[<p>It would allow 1v1, 2v2, 3v3, and 4v4 to be played in public rooms, as right now you can only do them in private matches with friends so that more people don't join.</p> <p>I watched some of the duos tournament and playing 2v2 matches on Cliffside looked really fun.</p>]]></description>
      <pubDate>Mon, 04 Mar 2019 10:19:33 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i242-ability-to-change-lobby-size-when-creating-a-room</link>
      <guid>https://superbossgames.helprace.com/i242-ability-to-change-lobby-size-when-creating-a-room</guid>
      <author>Devin Fowler</author>
      <dc:creator>Devin Fowler</dc:creator>
      <content:encoded><![CDATA[<p>It would allow 1v1, 2v2, 3v3, and 4v4 to be played in public rooms, as right now you can only do them in private matches with friends so that more people don't join.</p>
<p>I watched some of the duos tournament and playing 2v2 matches on Cliffside looked really fun.</p>]]></content:encoded>
    </item>
    <item>
      <title>Grappling hook</title>
      <description><![CDATA[<p>I know i just posted i'm sorry, i just enjoy throwing ideas out that may help the game become better. I was thinking that possibly implementing a from of a grappling hook so intruders would be able to get on the roof of buildings from an position where there is no ladder or way to get on the building. Although it sounds a little dumb as they could take a different route, I truly think it could change certain situations for example if the intruder steals a briefcase and wants on the roof but the room was the 1st floor[_cuted_]</p>]]></description>
      <pubDate>Sat, 01 Jul 2017 07:26:44 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i138-grappling-hook</link>
      <guid>https://superbossgames.helprace.com/i138-grappling-hook</guid>
      <author>striker21565</author>
      <dc:creator>striker21565</dc:creator>
      <content:encoded><![CDATA[<p><br>
I know i just posted i'm sorry, i just enjoy throwing ideas out that may help the game become better. I was thinking that possibly implementing a from of a grappling hook so intruders would be able to get on the roof of buildings from an position where there is no ladder or way to get on the building. Although it sounds a little dumb as they could take a different route, I truly think it could change certain situations for example if the intruder steals a briefcase and wants on the roof but the room was the 1st floor they could escape guards via the grappling hook.</p>]]></content:encoded>
    </item>
    <item>
      <title>Smokes should block or decrease the range of laser sensors</title>
      <description><![CDATA[<p>It would be cool if using smoke could be a counter to sensors, as people far away would not be aware smoke was used, but if people were near the smoke would still give the person away. Because smoke is so obvious I don't think this would be OP, and it would just provide players with another option for tackling sensors</p>]]></description>
      <pubDate>Thu, 21 Feb 2019 15:23:45 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i218-smokes-should-block-or-decrease-the-range-of-laser-sensors</link>
      <guid>https://superbossgames.helprace.com/i218-smokes-should-block-or-decrease-the-range-of-laser-sensors</guid>
      <author>Isaac Howard</author>
      <dc:creator>Isaac Howard</dc:creator>
      <content:encoded><![CDATA[<p>It would be cool if using smoke could be a counter to sensors, as people far away would not be aware smoke was used, but if people were near the smoke would still give the person away. Because smoke is so obvious I don't think this would be OP, and it would just provide players with another option for tackling sensors</p>]]></content:encoded>
    </item>
    <item>
      <title>Flashlights.</title>
      <description><![CDATA[<p>Use flashlights to light up dark areas, or flash them into people's eyes!</p>]]></description>
      <pubDate>Tue, 20 Jun 2017 20:17:52 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i133-flashlights</link>
      <guid>https://superbossgames.helprace.com/i133-flashlights</guid>
      <author>BenTime</author>
      <dc:creator>BenTime</dc:creator>
      <content:encoded><![CDATA[<p>Use flashlights to light up dark areas, or flash them into people's eyes!</p>]]></content:encoded>
    </item>
    <item>
      <title>asymmetrical "one versus many" gamemode</title>
      <description><![CDATA[<p>asymmetrical gamemode, 1 intruder that is less equipped offensively, but more equipped to navigate the super dark map, while the guards have much better offensive gear, but just like flashlights...</p> <p> </p> <p>think splinter cell...</p>]]></description>
      <pubDate>Mon, 08 May 2017 17:59:52 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i114-asymmetrical-one-versus-many-gamemode</link>
      <guid>https://superbossgames.helprace.com/i114-asymmetrical-one-versus-many-gamemode</guid>
      <author>Jesse Turczak</author>
      <dc:creator>Jesse Turczak</dc:creator>
      <content:encoded><![CDATA[<p>asymmetrical gamemode, 1 intruder that is less equipped offensively, but more equipped to navigate the super dark map, while the guards have much better offensive gear, but just like flashlights...</p>
<p> </p>
<p>think splinter cell...</p>]]></content:encoded>
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    <item>
      <title>Hold key to crouch/ADS</title>
      <description><![CDATA[<p>Right now, you can only toggle crouch/ADS. Offering an alternative option to hold a button to crouch or ADS would be a great QOL improvement for players who're used to the feature in other games.</p>]]></description>
      <pubDate>Sun, 03 Mar 2019 23:13:26 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i237-hold-key-to-crouch-ads</link>
      <guid>https://superbossgames.helprace.com/i237-hold-key-to-crouch-ads</guid>
      <author>Shale</author>
      <dc:creator>Shale</dc:creator>
      <content:encoded><![CDATA[<p>Right now, you can only toggle crouch/ADS. Offering an alternative option to hold a button to crouch or ADS would be a great QOL improvement for players who're used to the feature in other games.</p>]]></content:encoded>
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    <item>
      <title>Make open fire-fights less viable for Intruders. </title>
      <description><![CDATA[<p>I only have around 9 hours in the game at the time of writing this, but it seems to me that Intruders are not forced to be stealthy. Because Guards and Intruders have the same weapons, getting into all out firefights with the Guards is a perfectly viable option for Intruders. I think that Intruders should be equipped with a different main weapon such as a suppressed MP5 with much lower damage than the Vector. This would make avoiding or stealthily killing Guards a more attractive option to the Intruders thereby putting more focus on the stealth aspect of the[_cuted_]</p>]]></description>
      <pubDate>Mon, 11 Mar 2019 22:43:42 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i279-make-open-fire-fights-less-viable-for-intruders</link>
      <guid>https://superbossgames.helprace.com/i279-make-open-fire-fights-less-viable-for-intruders</guid>
      <author>DroopSpoot</author>
      <dc:creator>DroopSpoot</dc:creator>
      <content:encoded><![CDATA[<p>I only have around 9 hours in the game at the time of writing this, but it seems to me that Intruders are not forced to be stealthy. Because Guards and Intruders have the same weapons, getting into all out firefights with the Guards is a perfectly viable option for Intruders. I think that Intruders should be equipped with a different main weapon such as a suppressed MP5 with much lower damage than the Vector. This would make avoiding or stealthily killing Guards a more attractive option to the Intruders thereby putting more focus on the stealth aspect of the game. For example, say an Intruder spies a Guard down a darkened corridor. The Intruder could attempt to kill the Guard with their MP5 or pistol, but missing a head shot would simply alert the Guard to their presence and only do a little damage. In this scenario, the Intruder would have to make a decision to make a risky move and shoot the Guard, or try to sneak around them. This is only one example of my idea to put more emphasis on stealth, it could take form in a number of ways.</p>]]></content:encoded>
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    <item>
      <title>Borderless Windowed mode</title>
      <description><![CDATA[<p>It would be better having one more option than just either Windowed Mode or Fullscreen. And for some reason some people game bugs in Fullscreen by inverting colors (not only in intruder), so they are forced to play windowed, which is not so good to play on. A Borderless Windowed Mode could solve that easily as it is a "fake fullscreen".</p>]]></description>
      <pubDate>Thu, 04 Mar 2021 12:31:34 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i423-borderless-windowed-mode</link>
      <guid>https://superbossgames.helprace.com/i423-borderless-windowed-mode</guid>
      <author>Golden</author>
      <dc:creator>Golden</dc:creator>
      <content:encoded><![CDATA[<p>It would be better having one more option than just either Windowed Mode or Fullscreen.
<br>
<br>
And for some reason some people game bugs in Fullscreen by inverting colors (not only in intruder), so they are forced to play windowed, which is not so good to play on. A Borderless Windowed Mode could solve that easily as it is a "fake fullscreen".</p>]]></content:encoded>
    </item>
    <item>
      <title>Night Vision Intruders and Flashlight Guards | Darker Nights</title>
      <description><![CDATA[<p>This may be my most controversial idea yet so please bare with me. Although this idea has been said more than once, I would like to make my own additions to it. The idea is simple, give intruder spawn areas night vision goggles and give guard spawn areas flashlights to wear on their vests or helmets. This would seem kind of useless but my suggestion is to also make night time darker for better nighttime stealth raids. This could possibly prevent the problem of guards running around outside too often. Intruders would have the advantage outside with night vision by[_cuted_]</p>]]></description>
      <pubDate>Wed, 03 Mar 2021 03:08:18 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i415-night-vision-intruders-and-flashlight-guards-darker-nights</link>
      <guid>https://superbossgames.helprace.com/i415-night-vision-intruders-and-flashlight-guards-darker-nights</guid>
      <author>Valentine VII</author>
      <dc:creator>Valentine VII</dc:creator>
      <content:encoded><![CDATA[<p>This may be my most controversial idea yet so please bare with me. Although this idea has been said more than once, I would like to make my own additions to it. The idea is simple, give intruder spawn areas night vision goggles and give guard spawn areas flashlights to wear on their vests or helmets. This would seem kind of useless but my suggestion is to also make night time darker for better nighttime stealth raids. This could possibly prevent the problem of guards running around outside too often. Intruders would have the advantage outside with night vision by being able to see large areas in darker lighted places and guards would have the advantage of being able to light up long hallways with their flashlights and blind people on the other side. However intruders would have a disadvantage if they are trying to use their night vision close to a light source and guards wouldn't have strong visibility outside in the darkness of the night outside the building they spawned in. Another balance to this would be battery life to both flashlight and night vision, preventing over-usage of these gadgets.</p>]]></content:encoded>
    </item>
    <item>
      <title>Show Teammates' Names Above Their Head At Start of Round</title>
      <description><![CDATA[<p>At the start of a round, it'd be nice to see your teammates' names above their head for the first 5-ish seconds so you can better plan your intrusion or defense. Obviously enemies' names won't be shown and the names won't be visible through walls. This would help with teamwork as players can immediately see their teammates and say stuff like, "Moon, you get the sniper and take the roof. Roswell, you and I will take vents and go for the briefcase. Sammy, take garden and enter through the bathrooms."</p>
<p>I've been playing with my friend for awhile and every[_cuted_]</p>]]></description>
      <pubDate>Wed, 06 Mar 2019 08:44:01 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i254-show-teammates-names-above-their-head-at-start-of-round</link>
      <guid>https://superbossgames.helprace.com/i254-show-teammates-names-above-their-head-at-start-of-round</guid>
      <author>Devin Fowler</author>
      <dc:creator>Devin Fowler</dc:creator>
      <content:encoded><![CDATA[<p>At the start of a round, it'd be nice to see your teammates' names above their head for the first 5-ish seconds so you can better plan your intrusion or defense. Obviously enemies' names won't be shown and the names won't be visible through walls. This would help with teamwork as players can immediately see their teammates and say stuff like, "Moon, you get the sniper and take the roof. Roswell, you and I will take vents and go for the briefcase. Sammy, take garden and enter through the bathrooms."</p>
<p>I've been playing with my friend for awhile and every match we have to kinda wait until everyone clears out of spawn to recognize each other. This would help us immediately see which routes our teammates are going from spawn, and we could give better callouts as we're more likely to know who on our team is where.</p>]]></content:encoded>
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      <title>Dragging/Lifting deceased people to be more stealth</title>
      <description><![CDATA[<p>Imagine killing 3 of the 5 guards as an intruder, then a guard walks downstairs and sees 3 bodies.. they now know that there is an intruder inside the building, but if the bodies were hidden it would incentivize guards to check rooms rather than going from package room to package room which is a bit of an issue in the current meta. All the guards need to do is check package rooms and computers, after that they're are fine to do what they want. But if there was a reason to have to check small rooms that aren't commonly[_cuted_]</p>]]></description>
      <pubDate>Sun, 17 Mar 2019 17:13:27 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i291-dragging-lifting-deceased-people-to-be-more-stealth</link>
      <guid>https://superbossgames.helprace.com/i291-dragging-lifting-deceased-people-to-be-more-stealth</guid>
      <author>Daniel Kweed</author>
      <dc:creator>Daniel Kweed</dc:creator>
      <content:encoded><![CDATA[<p>Imagine killing 3 of the 5 guards as an intruder, then a guard walks downstairs and sees 3 bodies.. they now know that there is an intruder inside the building, but if the bodies were hidden it would incentivize guards to check rooms rather than going from package room to package room which is a bit of an issue in the current meta. All the guards need to do is check package rooms and computers, after that they're are fine to do what they want. But if there was a reason to have to check small rooms that aren't commonly used then it could intriduce a new play style for for intruders, they can kill people openly and then hide the body and the guards will have no idea of any of it. a big part of stealth games like Metal Gear Solid, Splinter Cell, Hitman they all have the ability to drag bodies, and that's because it's a stupid thing to do as a spy to leave a huge bit of evidence of your whereabouts. Only dead people though, not people that are knocked down.</p>]]></content:encoded>
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    <item>
      <title>Update EAC SDK and enable Wine/Proton/Steam Deck support</title>
      <description><![CDATA[<p>As of today, EAC now supports Proton and Wine compatibility layers. According to the website, it may be as simple as toggling certain information on and updating the SDK. I propose and encourage the developer of Intruder to integrate and support this new update, allowing those of us on Mac, Linux, or Steam Deck to be able to play Intruder, without the need of entirely separate builds for other operating systems.</p>]]></description>
      <pubDate>Thu, 23 Sep 2021 19:59:29 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i680-update-eac-sdk-and-enable-wine-proton-steam-deck-support</link>
      <guid>https://superbossgames.helprace.com/i680-update-eac-sdk-and-enable-wine-proton-steam-deck-support</guid>
      <author>koemicocoa</author>
      <dc:creator>koemicocoa</dc:creator>
      <content:encoded><![CDATA[<p>As of today, EAC now supports Proton and Wine compatibility layers. According to the <a href="https://dev.epicgames.com/en-US/news/epic-online-services-launches-anti-cheat-support-for-linux-mac-and-steam-deck?sessionInvalidated=true" rel="nofollow">website</a>, it may be as simple as toggling certain information on and updating the SDK. I propose and encourage the developer of Intruder to integrate and support this new update, allowing those of us on Mac, Linux, or Steam Deck to be able to play Intruder, without the need of entirely separate builds for other operating systems.</p>]]></content:encoded>
    </item>
    <item>
      <title>Give the guards keys</title>
      <description><![CDATA[<p>the guards should be given keys that could lock and unlock doors, it doesnt make sense for the guards to have to pick the lock of a building they are guarding. you could also make keys spawn on certain maps that intruders can pick up. however the keys should have multiple spawn locations and it spawns in a random one so the intruders cant just go get a key.</p>]]></description>
      <pubDate>Wed, 26 May 2021 18:49:00 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i566-give-the-guards-keys</link>
      <guid>https://superbossgames.helprace.com/i566-give-the-guards-keys</guid>
      <author>CaptnGav</author>
      <dc:creator>CaptnGav</dc:creator>
      <content:encoded><![CDATA[<p>the guards should be given keys that could lock and unlock doors, it doesnt make sense for the guards to have to pick the lock of a building they are guarding. you could also make keys spawn on certain maps that intruders can pick up. however the keys should have multiple spawn locations and it spawns in a random one so the intruders cant just go get a key.</p>]]></content:encoded>
    </item>
    <item>
      <title>Disguises</title>
      <description><![CDATA[<p>I am proposing a game mechanic that allows a player to be able to temporarily disguise as an enemy. It could work through an item that you pick up, and once you equip it, it will make you disguise as the enemy for 30 seconds to a minute.</p>
<p>I've already thought of some potential issues and solutions. This seems like it might be pretty OP, so we would need to make sure there is some drawback to using this mechanic. I was thinking that while you are disguised as an enemy, you will not be able to speak or attack[_cuted_]</p>]]></description>
      <pubDate>Tue, 14 Sep 2021 19:24:55 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i677-disguises</link>
      <guid>https://superbossgames.helprace.com/i677-disguises</guid>
      <author>Owlerr</author>
      <dc:creator>Owlerr</dc:creator>
      <content:encoded><![CDATA[<p>I am proposing a game mechanic that allows a player to be able to temporarily disguise as an enemy. It could work through an item that you pick up, and once you equip it, it will make you disguise as the enemy for 30 seconds to a minute.</p>
<p>I've already thought of some potential issues and solutions. This seems like it might be pretty OP, so we would need to make sure there is some drawback to using this mechanic. I was thinking that while you are disguised as an enemy, you will not be able to speak or attack at all until you are undisguised. So it would be basically entirely a recon type of thing. Another possibility is that you could make some type of subtle giveaway that the disguise has, so that upon close examination, the enemy could still detect that it is a disguise.</p>
<p>This is just me spitballing here. Any further suggestions to make this idea better would be helpful. But I think this would really make the game interesting.</p>]]></content:encoded>
    </item>
    <item>
      <title>Better system for hiding limbs &amp; weapons</title>
      <description><![CDATA[<p>Create a system that subrtacts from the player removing any part that would show through a wall. Just like CSGOs system that removes portions of the gun or playermodel.</p>]]></description>
      <pubDate>Fri, 20 Jul 2018 23:18:45 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i196-better-system-for-hiding-limbs-weapons</link>
      <guid>https://superbossgames.helprace.com/i196-better-system-for-hiding-limbs-weapons</guid>
      <author>Soothsayer</author>
      <dc:creator>Soothsayer</dc:creator>
      <content:encoded><![CDATA[<p>Create a system that subrtacts from the player removing any part that would show through a wall. Just like CSGOs system that removes portions of the gun or playermodel.</p>]]></content:encoded>
    </item>
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