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    <title>Activity Ideas: | Superboss Games Issue Tracker</title>
    <description>Activity Ideas</description>
    <generator>Helprace RSS</generator>
    <link>https://superbossgames.helprace.com/s1-intruder/ideas/activity?format=rss</link>
    <item>
      <title>Fists: left click to push, right click to pull/drag</title>
      <description><![CDATA[<p>Sometimes, your teammates falls just short of a safe cover right next to you. It would be great to have an opportunity to promptly save him. Another possible usage is to help teammates get just enough height to make otherwise impossible jump if you happen to be above them. Or drag your enemy behind the door to close it and finish them off without leaving a body out in the open. it would open up so many possibilities</p>]]></description>
      <pubDate>Mon, 04 Sep 2023 04:07:19 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i731-fists-left-click-to-push-right-click-to-pull-drag</link>
      <guid>https://superbossgames.helprace.com/i731-fists-left-click-to-push-right-click-to-pull-drag</guid>
      <author>[CC]Nyafka</author>
      <dc:creator>[CC]Nyafka</dc:creator>
      <content:encoded><![CDATA[<p>Sometimes, your teammates falls just short of a safe cover right next to you.
<br>
It would be great to have an opportunity to promptly save him.
<br>
Another possible usage is to help teammates get just enough height to make otherwise impossible jump if you happen to be above them.
<br>
Or drag your enemy behind the door to close it and finish them off without leaving a body out in the open.
<br>
it would open up so many possibilities</p>]]></content:encoded>
    </item>
    <item>
      <title>Please intergate Intruder to Geforce NOW if you can :)</title>
      <description><![CDATA[<p>I love your game but unfortunately my computer can't run your game because of some problems. I think there is more people have the same problem. So if you can intergate Intruder to GeForce NOW it would be great.  I hope your game achieve more succes. Thanks.</p>]]></description>
      <pubDate>Sat, 06 Aug 2022 17:51:31 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i722-please-intergate-intruder-to-geforce-now-if-you-can</link>
      <guid>https://superbossgames.helprace.com/i722-please-intergate-intruder-to-geforce-now-if-you-can</guid>
      <author>Nairoshe</author>
      <dc:creator>Nairoshe</dc:creator>
      <content:encoded><![CDATA[<p>I love your game but unfortunately my computer can't run your game because of some problems. I think there is more people have the same problem. So if you can intergate Intruder to GeForce NOW it would be great. 
<br>
I hope your game achieve more succes.
<br>
Thanks.</p>]]></content:encoded>
    </item>
    <item>
      <title>Laser Sensor/Remote Charge Defusing Overhaul</title>
      <description><![CDATA[<p>Instead of simply clicking to permanently delete a Laser Sensor, or Remote Charge, it may be better to use a QTE to both add a delay to defusing (thus adding value to sensors and charges) and provide an inherit risk to improperly defusing (both because defusing may accidentally trigger a sensor/charge and because you are vulnerable while defusing). This could be done with a specialized item (e.g., a wirecutter), but would do much better implemented as an implicit action.</p>
<p>As for the actual minigame itself, I can think of 4 possible outcomes, listed here in order from worst outcome to[_cuted_]</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 18:56:49 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i708-laser-sensor-remote-charge-defusing-overhaul</link>
      <guid>https://superbossgames.helprace.com/i708-laser-sensor-remote-charge-defusing-overhaul</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p>Instead of simply clicking to permanently delete a Laser Sensor, or Remote Charge, it may be better to use a QTE to both add a delay to defusing (thus adding value to sensors and charges) and provide an inherit risk to improperly defusing (both because defusing may accidentally trigger a sensor/charge and because you are vulnerable while defusing). This could be done with a specialized item (e.g., a wirecutter), but would do much better implemented as an implicit action.</p>
<p>As for the actual minigame itself, I can think of 4 possible outcomes, listed here in order from worst outcome to best:</p>
<ol>
<li>The defusing is failed and the sensor/charge triggers, signalling or detonating respectively.</li>
<li>The defusing is failed, but the sensor/charge is not triggered. You may attempt defusing again.</li>
<li>The defusing is successful, and the sensor/charge is permanently nonfunctional. The sensor/charge is either deleted (as is the case now) or replaced with a "fake" sensor/charge.</li>
<li>The defusing is successful, and the sensor/charge is electrically disabled. The sensor/charge is given to the defusing player's inventory.</li>
</ol>
<p>There are many possible implementations of a defusing QTE, however I believe the best method would be a simple time-based mechanic. I have 2 ideas:</p>
<ul>
<li>Hold down the defuse button. When you let go of the button, one of the outcomes is chosen based on time spent defusing. For example, if you release after only half a second, the charge or sensor would trigger, but if you release after 4 seconds, you would permanently destroy the charge/sensor.</li>
<li>After pressing the defuse button, you have to press the defuse button again in a short time window, say after 1 second but before 1 and a half seconds. The minigame would occur a certain amount of times (e.g., 3) before defusing, and if you hit the defuse button too early or too late, the sensor/charge would trigger.</li>
</ul>
<p>These would have the advantage of punishing you for ending defusing early. This allows situations where, say, an Intruder fails to ensure he is in the clear, and a Guard comes upon him while defusing. This causes him to accidentally trigger a charge, and thus he blows himself up.</p>]]></content:encoded>
    </item>
    <item>
      <title>Free Arrested Ally</title>
      <description><![CDATA[<p>Add the ability to use your lockpick to pick the handcuffs of an arrested ally to unarrested and free them so they can get back into the game. It doesn't make sense that an arrested person just sits there all round.</p>]]></description>
      <pubDate>Sun, 23 Jan 2022 08:58:32 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i712-free-arrested-ally</link>
      <guid>https://superbossgames.helprace.com/i712-free-arrested-ally</guid>
      <author>Some Barbarian Named Andreas</author>
      <dc:creator>Some Barbarian Named Andreas</dc:creator>
      <content:encoded><![CDATA[<p>Add the ability to use your lockpick to pick the handcuffs of an arrested ally to unarrested and free them so they can get back into the game. It doesn't make sense that an arrested person just sits there all round.</p>]]></content:encoded>
    </item>
    <item>
      <title>Idea: Cosmetic hats only appear for friendlies</title>
      <description><![CDATA[<p>Since a lot of the cosmetics are very conspicuous, a lot of players don't equip them. But if they could be reassured that wearing cosmetics will not affect their visibility to the enemy and instead only their allies, I think more people would actually equip them.</p> <p>To simplify, your cosmetics will only appear to your allies, enemies will see the default character model with only your patches showing.</p> <p>Post thoughts.</p>]]></description>
      <pubDate>Sun, 06 Feb 2022 15:46:22 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i713-idea-cosmetic-hats-only-appear-for-friendlies</link>
      <guid>https://superbossgames.helprace.com/i713-idea-cosmetic-hats-only-appear-for-friendlies</guid>
      <author>jjwentworth</author>
      <dc:creator>jjwentworth</dc:creator>
      <content:encoded><![CDATA[<p>Since a lot of the cosmetics are very conspicuous, a lot of players don't equip them. But if they could be reassured that wearing cosmetics will not affect their visibility to the enemy and instead only their allies, I think more people would actually equip them.</p>
<p>To simplify, your cosmetics will only appear to your allies, enemies will see the default character model with only your patches showing.</p>
<p>Post thoughts.</p>]]></content:encoded>
    </item>
    <item>
      <title>Flashbang!</title>
      <pubDate>Mon, 07 Mar 2022 00:36:51 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i719-flashbang</link>
      <guid>https://superbossgames.helprace.com/i719-flashbang</guid>
      <author>MaxStea1th</author>
      <dc:creator>MaxStea1th</dc:creator>
    </item>
    <item>
      <title>Arrest VOIP</title>
      <description><![CDATA[<p> I have seen many people offer ways to incentivize arrests, many of them are good, I feel that quite a few of them disrupt the formula of the game in a way that would mean everyone who arrests will have almost the same type of strategic advantage, no matter player skill. A simple, easy, and tactically variable way to rework arrests, would be disallowing each team from hearing their arrested teammates, and providing negative xp multipliers on deaths, and not on arrests.</p>
<p> To me, intruder has always been about two things: communication, and turning tables. These changes would easily make[_cuted_]</p>]]></description>
      <pubDate>Sun, 27 Feb 2022 20:55:00 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i718-arrest-voip</link>
      <guid>https://superbossgames.helprace.com/i718-arrest-voip</guid>
      <author>Zargof</author>
      <dc:creator>Zargof</dc:creator>
      <content:encoded><![CDATA[<p> I have seen many people offer ways to incentivize arrests, many of them are good, I feel that quite a few of them disrupt the formula of the game in a way that would mean everyone who arrests will have almost the same type of strategic advantage, no matter player skill. A simple, easy, and tactically variable way to rework arrests, would be disallowing each team from hearing their arrested teammates, and providing negative xp multipliers on deaths, and not on arrests.</p>
<p> To me, intruder has always been about two things: communication, and turning tables. These changes would easily make arrests fit with this style. Everyone knows the issue with current arrests. There is virtually no incentive for it, and very much an incentive to arrest and then immediately kill, as an arrested enemy could easily warn other enemies of their location, defeating the whole point of an arrest. Not to mention even if that wasn’t a problem, it grants no other advantage, it would simply be death by another name.</p>
<p> Not hearing arrested teammates would easily eliminate the first problem, as they couldn’t call for help, and would open up a plethora of options for the person arresting and arrested, such as interrogation, trickery, misdirection, and distraction.</p>
<p> The second half, although seemingly very small, would drastically change the game.</p>
<p> When I say negative xp multiplier, I don’t mean a simple subtractive multiplier. In my ideal implementation, it would be divisive, meaning you couldn’t lose more points than you would enter with, no matter what, everyone walks out a rich man, but some leave richer than others. This would incentivize being arrested rather than being killed, which would open the door for strategies I couldn’t even imagine. There would be possibility for surrenders for those who know they can’t win, there would be faked surrenders, arrested suspects could plead for their life instead of just pressing the space bar five times and not losing anything. The options are limitless and overall more freeing.</p>
<p> But the real magic comes with these together, in the world of intruder, arresting is simply an afterthought, most new players will almost never know this mechanic even exists unless they happened upon it by accident while trying to shoot a fallen person while unarmed. With both of these systems, arrests would become a goal superseding kills. And whereas dying just puts you out of the game, an arrested party would still be a benefit to their team, with things like misdirection, lying, and just wating time for the enemy team. This personally feels like the right direction for arrests to go. </p>]]></content:encoded>
    </item>
    <item>
      <title>Vr Support</title>
      <description><![CDATA[<p>I think that funny intruder moments could be had at a maximum if VR support was added, personally</p>]]></description>
      <pubDate>Fri, 18 Feb 2022 01:51:46 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i716-vr-support</link>
      <guid>https://superbossgames.helprace.com/i716-vr-support</guid>
      <author>LeisurelyOak</author>
      <dc:creator>LeisurelyOak</dc:creator>
      <content:encoded><![CDATA[<p>I think that funny intruder moments could be had at a maximum if VR support was added, personally</p>]]></content:encoded>
    </item>
    <item>
      <title>Racing Wheel</title>
      <description><![CDATA[<p>Can we have native racing wheel support come to Intruder?</p>]]></description>
      <pubDate>Fri, 18 Feb 2022 01:45:21 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i715-racing-wheel</link>
      <guid>https://superbossgames.helprace.com/i715-racing-wheel</guid>
      <author>LeisurelyOak</author>
      <dc:creator>LeisurelyOak</dc:creator>
      <content:encoded><![CDATA[<p>Can we have native racing wheel support come to Intruder?</p>]]></content:encoded>
    </item>
    <item>
      <title>Idea: Cosmetic hats only appear for friendlies</title>
      <description><![CDATA[<p>Since a lot of the cosmetics are very conspicuous, a lot of players don't equip them. But if they could be reassured that wearing cosmetics will not affect their visibility to the enemy and instead only their allies, I think more people would actually equip them.</p> <p>To simplify, your cosmetics will only appear to your allies, enemies will see the default character model with only your patches showing.</p> <p>Post thoughts.</p>]]></description>
      <pubDate>Sun, 06 Feb 2022 15:46:22 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i713-idea-cosmetic-hats-only-appear-for-friendlies</link>
      <guid>https://superbossgames.helprace.com/i713-idea-cosmetic-hats-only-appear-for-friendlies</guid>
      <author>jjwentworth</author>
      <dc:creator>jjwentworth</dc:creator>
      <content:encoded><![CDATA[<p>Since a lot of the cosmetics are very conspicuous, a lot of players don't equip them. But if they could be reassured that wearing cosmetics will not affect their visibility to the enemy and instead only their allies, I think more people would actually equip them.</p>
<p>To simplify, your cosmetics will only appear to your allies, enemies will see the default character model with only your patches showing.</p>
<p>Post thoughts.</p>]]></content:encoded>
    </item>
    <item>
      <title>Free Arrested Ally</title>
      <description><![CDATA[<p>Add the ability to use your lockpick to pick the handcuffs of an arrested ally to unarrested and free them so they can get back into the game. It doesn't make sense that an arrested person just sits there all round.</p>]]></description>
      <pubDate>Sun, 23 Jan 2022 08:58:32 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i712-free-arrested-ally</link>
      <guid>https://superbossgames.helprace.com/i712-free-arrested-ally</guid>
      <author>Some Barbarian Named Andreas</author>
      <dc:creator>Some Barbarian Named Andreas</dc:creator>
      <content:encoded><![CDATA[<p>Add the ability to use your lockpick to pick the handcuffs of an arrested ally to unarrested and free them so they can get back into the game. It doesn't make sense that an arrested person just sits there all round.</p>]]></content:encoded>
    </item>
    <item>
      <title>Persistent Campaign Gamemode</title>
      <description><![CDATA[<p>WARNING: This would be very difficult to implement, and would require a large amount of work.</p>
<p>This gamemode wouldn't take place on a single map, nor would it have various, separate rounds. Instead, it uses several game instances, either actual separate but connected servers or several instances of the server code running on one machine. These server instances would communicate with a master server (which is what you actually "connect to", there isn't a listing item on the server list for each game instance) which runs the server-spanning gamemode logic. The server instances would all run individual maps and thus[_cuted_]</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 20:55:47 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i711-persistent-campaign-gamemode</link>
      <guid>https://superbossgames.helprace.com/i711-persistent-campaign-gamemode</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p><b>WARNING: This would be very difficult to implement, and would require a large amount of work.</b></p>
<p>This gamemode wouldn't take place on a single map, nor would it have various, separate rounds. Instead, it uses several game instances, either actual separate but connected servers or several instances of the server code running on one machine. These server instances would communicate with a master server (which is what you actually "connect to", there isn't a listing item on the server list for each game instance) which runs the server-spanning gamemode logic. The server instances would all run individual maps and thus run their own, separate "games".</p>
<p>Each server instance would have teams of players as Guards. There would also be a few teams as Intruders that span across servers. This means that there would be many more Guards than Intruders across the server, but on each individual instance the number of Intruders would be close or equal to the number of Guards. Guards would not be informed of the presence of Intruders, and since Intruders can attack at any time, they have to remain vigilant.</p>
<p>Guards would pick out of "assignments", essentially objectives that would have to be protected for a long period of time. Picking an assignment would spawn you on the server playing the map you chose. You would earn money for successfully defending the objective associated with that map until the assignment is fulfilled (would take a long, potentially variable time, say 30 to 60 minutes).</p>
<p>Intruders would, as a team, pick a location to attempt to steal the objective(s) there. They do not get all the information about a location for free, i.e., they would know the map, objective type(s), and potential money earned, but not the exact objective(s), time left, or Guards at that location. They would earn money by successfully completing whatever objectives were at that map.</p>
<p>Money would be used to buy equipment such as ammo, Remote Charges, Binoculars, and so on (these would not be given for free, obviously). Money would be earned with the methods above, as well as by some of the same actions that give you XP (e.g. arresting someone). Money could also be used to buy intel for both teams, such as how many Guards are at a location or where a certain team of Intruders are.</p>
<p>Dying would both block you from respawning for 10 minutes as well as force you to join a different team. Arrested players would wiggle out of their cuffs after 5 minutes, unless either the enemy wins, or a member of the enemy team spends ~30 seconds to "kidnap" them, which earns their team much more money as well as counting you as dead for respawning purposes.</p>
<p>There is much more potential to this gamemode than this, and obviously you would be free to change the idea however you wish.</p>]]></content:encoded>
    </item>
    <item>
      <title>Pre-round Planning</title>
      <description><![CDATA[<p>Before the round starts, each team could have, say, a minute to plan out how they're going to play out the round. This time would be spent on a screen showing the map and its objectives. Best case scenario, the map has some drawing method built in to visually plan.</p> <p>It'd be easy to implement this, simply combine the code from the join lobby and the UI of the objective menu. This would be best reserved for competitive servers, so a server option should be made for it.</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 20:15:39 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i710-pre-round-planning</link>
      <guid>https://superbossgames.helprace.com/i710-pre-round-planning</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p>Before the round starts, each team could have, say, a minute to plan out how they're going to play out the round. This time would be spent on a screen showing the map and its objectives. Best case scenario, the map has some drawing method built in to visually plan.</p>
<p>It'd be easy to implement this, simply combine the code from the join lobby and the UI of the objective menu. This would be best reserved for competitive servers, so a server option should be made for it.</p>]]></content:encoded>
    </item>
    <item>
      <title>Implicit Lockpicking</title>
      <description><![CDATA[<p>The lockpicking item takes up space in the inventory and item wheel, despite having only situational use. It would be best to make lockpicking implicit; instead of pulling out a specific item, you would press a button (I would default it to 'V', same button as Laser Sensor and Remote Charge removal) to start lockpicking.</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 19:58:48 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i709-implicit-lockpicking</link>
      <guid>https://superbossgames.helprace.com/i709-implicit-lockpicking</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p>The lockpicking item takes up space in the inventory and item wheel, despite having only situational use. It would be best to make lockpicking implicit; instead of pulling out a specific item, you would press a button (I would default it to 'V', same button as Laser Sensor and Remote Charge removal) to start lockpicking.</p>]]></content:encoded>
    </item>
    <item>
      <title>Laser Sensor/Remote Charge Defusing Overhaul</title>
      <description><![CDATA[<p>Instead of simply clicking to permanently delete a Laser Sensor, or Remote Charge, it may be better to use a QTE to both add a delay to defusing (thus adding value to sensors and charges) and provide an inherit risk to improperly defusing (both because defusing may accidentally trigger a sensor/charge and because you are vulnerable while defusing). This could be done with a specialized item (e.g., a wirecutter), but would do much better implemented as an implicit action.</p>
<p>As for the actual minigame itself, I can think of 4 possible outcomes, listed here in order from worst outcome to[_cuted_]</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 18:56:49 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i708-laser-sensor-remote-charge-defusing-overhaul</link>
      <guid>https://superbossgames.helprace.com/i708-laser-sensor-remote-charge-defusing-overhaul</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p>Instead of simply clicking to permanently delete a Laser Sensor, or Remote Charge, it may be better to use a QTE to both add a delay to defusing (thus adding value to sensors and charges) and provide an inherit risk to improperly defusing (both because defusing may accidentally trigger a sensor/charge and because you are vulnerable while defusing). This could be done with a specialized item (e.g., a wirecutter), but would do much better implemented as an implicit action.</p>
<p>As for the actual minigame itself, I can think of 4 possible outcomes, listed here in order from worst outcome to best:</p>
<ol>
<li>The defusing is failed and the sensor/charge triggers, signalling or detonating respectively.</li>
<li>The defusing is failed, but the sensor/charge is not triggered. You may attempt defusing again.</li>
<li>The defusing is successful, and the sensor/charge is permanently nonfunctional. The sensor/charge is either deleted (as is the case now) or replaced with a "fake" sensor/charge.</li>
<li>The defusing is successful, and the sensor/charge is electrically disabled. The sensor/charge is given to the defusing player's inventory.</li>
</ol>
<p>There are many possible implementations of a defusing QTE, however I believe the best method would be a simple time-based mechanic. I have 2 ideas:</p>
<ul>
<li>Hold down the defuse button. When you let go of the button, one of the outcomes is chosen based on time spent defusing. For example, if you release after only half a second, the charge or sensor would trigger, but if you release after 4 seconds, you would permanently destroy the charge/sensor.</li>
<li>After pressing the defuse button, you have to press the defuse button again in a short time window, say after 1 second but before 1 and a half seconds. The minigame would occur a certain amount of times (e.g., 3) before defusing, and if you hit the defuse button too early or too late, the sensor/charge would trigger.</li>
</ul>
<p>These would have the advantage of punishing you for ending defusing early. This allows situations where, say, an Intruder fails to ensure he is in the clear, and a Guard comes upon him while defusing. This causes him to accidentally trigger a charge, and thus he blows himself up.</p>]]></content:encoded>
    </item>
    <item>
      <title>Sniper Glint</title>
      <description><![CDATA[<p>Basically, if someone with a sniper rifle scopes in on you, you'll see sunlight reflecting off their lens.</p> <p>Should be pretty simple, just put a client-side glint object on anyone within a visibility cone of the sniper (if people cheat with it, also do a raycast and an angle check).</p>]]></description>
      <pubDate>Thu, 20 Jan 2022 17:53:52 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i707-sniper-glint</link>
      <guid>https://superbossgames.helprace.com/i707-sniper-glint</guid>
      <author>anonymized</author>
      <dc:creator>anonymized</dc:creator>
      <content:encoded><![CDATA[<p>Basically, if someone with a sniper rifle scopes in on you, you'll see sunlight reflecting off their lens.</p>
<p>Should be pretty simple, just put a client-side glint object on anyone within a visibility cone of the sniper (if people cheat with it, also do a raycast and an angle check).</p>]]></content:encoded>
    </item>
    <item>
      <title>Skin &amp; Cosmetic Crates</title>
      <description><![CDATA[<p>I'm only asking to add this as a way to make the game itself cheaper, cause in-game crates &amp; keys make the game profitable without directly impacting it. Please I just want it cheaper so my friends can be convinced enough to get it, 20 bucks is a LOT for an early access game.</p>]]></description>
      <pubDate>Mon, 27 Dec 2021 18:47:21 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i706-skin-cosmetic-crates</link>
      <guid>https://superbossgames.helprace.com/i706-skin-cosmetic-crates</guid>
      <author>Nicojuice12</author>
      <dc:creator>Nicojuice12</dc:creator>
      <content:encoded><![CDATA[<p>I'm only asking to add this as a way to make the game itself cheaper, cause in-game crates &amp; keys make the game profitable without directly impacting it. Please I just want it cheaper so my friends can be convinced enough to get it, 20 bucks is a LOT for an early access game.</p>]]></content:encoded>
    </item>
    <item>
      <title>Snowman head for Bloon Skin</title>
      <description><![CDATA[<p>Seeing the new Snowman Hat, I thought, that would make a great Bloon Skin.</p>]]></description>
      <pubDate>Wed, 22 Dec 2021 21:50:35 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i704-snowman-head-for-bloon-skin</link>
      <guid>https://superbossgames.helprace.com/i704-snowman-head-for-bloon-skin</guid>
      <author>Gavin Vankosky</author>
      <dc:creator>Gavin Vankosky</dc:creator>
      <content:encoded><![CDATA[<p>Seeing the new Snowman Hat, I thought, that would make a great Bloon Skin.</p>]]></content:encoded>
    </item>
    <item>
      <title>Sniper rifle—Sprint activates focus</title>
      <description><![CDATA[<p>While right mouse button is fine for this purpose, it would be nice if Sprint bind could also activate focus mode. I find that Sprint bind to focus is more commonly found in modern shooters (usually bound to "Shift" key by default).</p>]]></description>
      <pubDate>Sat, 04 Dec 2021 12:36:54 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i699-sniper-rifle-sprint-activates-focus</link>
      <guid>https://superbossgames.helprace.com/i699-sniper-rifle-sprint-activates-focus</guid>
      <author>2MgoN367UgZm</author>
      <dc:creator>2MgoN367UgZm</dc:creator>
      <content:encoded><![CDATA[<p>While right mouse button is fine for this purpose, it would be nice if Sprint bind could also activate focus mode. I find that Sprint bind to focus is more commonly found in modern shooters (usually bound to "Shift" key by default).</p>]]></content:encoded>
    </item>
    <item>
      <title>More obvious indication of current team while in-game.</title>
      <description><![CDATA[<p>It can be easy to mistake your current team, especially as a newer player. Sometimes, I find myself momentarily confused after a team swap or joining a game mid-set. There could perhaps be better, immediate indication as to the current team one is playing on. E.g. subtle color-scheming in HUD, or even more drastic team-specific HUD "window dressing", etc.</p>]]></description>
      <pubDate>Sat, 04 Dec 2021 12:32:48 +0000</pubDate>
      <link>https://superbossgames.helprace.com/i698-more-obvious-indication-of-current-team-while-in-game</link>
      <guid>https://superbossgames.helprace.com/i698-more-obvious-indication-of-current-team-while-in-game</guid>
      <author>2MgoN367UgZm</author>
      <dc:creator>2MgoN367UgZm</dc:creator>
      <content:encoded><![CDATA[<p>It can be easy to mistake your current team, especially as a newer player. Sometimes, I find myself momentarily confused after a team swap or joining a game mid-set. There could perhaps be better, immediate indication as to the current team one is playing on. E.g. subtle color-scheming in HUD, or even more drastic team-specific HUD "window dressing", etc.</p>]]></content:encoded>
    </item>
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