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Activator tags/layers setting and reading
It would be extremely useful for activators to have a function to be able to set tags or layers on objects/players and be able to read tags and layers.
In my case, this would allow me to make "keycards" for guards which means guards can open up doors and everything, and Intruders can kill guards to acquire their keycard and obtain more access to the map. (This would also require activators to be able to detect when and where someone was arrested/killed and be able to spawn an object on that position, but whatever)
This would also help people make
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Change "Picked up shotgun" to "Picked up beanbag shotgun" to avoid confusion
A lot of people don't realize it's a beanbag shotgun and are confused when they can't kill people with it. A quick message change would solve this problem.
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Locking Doors
I think it would add more to the game if the lockpick was able to be used on ANY door. A player could mess up the tumblers in order to lock the door. This would give guards incentive to move around the map at the start locking doors, and also add a lot more complexity to combats, as one can lock doors behind them while being chased, though this delay could cost them their life.
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Make the game run on Linux through Proton
Currently the anti-cheat clashes with Proton which renders the game unplayable. It's possibly an easy fix, and it could be an way to expand the player base considerably, making a Linux native port unnecessary for now.
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Circle Lights
The little circle lights should be able to be shot out. Whenever I shoot them they stay. I think all lights should be able to shot out. I am sure they are working on it though.
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Custom binds for inventory; more than just numbers
Using the numbers for inventory can be clunky and annoying, considering how many different items you need to manage and the fact they can't all be used at once. The ability to make custom binds would remove these problems, allowing the player to both use all items effectively while also using the most of them. The addition of these binds would allow for more responsive inventory actions such as detonating charges as I find it clunky to have to rush to use the buttons.
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Glass Cutter
In some maps there's many routes, some of which are limited due to having to break glass, which brings attention from LITERALLY THE ENTIRE MAP. I propose a small laser cutter that has a long cut time. (Could be anywhere from 10 seconds to 20, or could be skill dependent like the lockpick) that allows a silent way of cutting a pathway through windows and glass for those stealth enthusiasts that had the mission going great until they were blocked by a window that can't be opened.
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Add official tutorial map to the custom map pool so people can join their friends and help teach them intruder.
It would be nice to be able to play the tutorial with a new friend who recently got the game
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Another arrest incentive idea
Arresting has always been a controversial topic, mainly because it is widely regarded as having little practical value beyond humiliating an unaware enemy.
To add incentive to arresting players, it'd be interesting if you can loot bodies, but ONLY those of arrested players. If you kill someone, they behave as they do currently. However, if you arrest a player, clicking V on them will allow you to drag items from their inventory into yours. This would allow players to possibly switch to a different pistol if they prefer, get more ammo for a weapon, snag a sniper off of a
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A middle ground between the Sniper Rifle and the SMG, the G3 rifle.
An FN G3 rifle would perfectly the gap left between the SMG and Sniper Rifle by being a high damage, low rate of fire rifle. I propose that accuracy would be great for the first ~2-3 rounds, before recoil would start to become unbearable and force the user to stop firing for a good 2 seconds. It would have to replace the SMG in the inventory slot, which gives players a vital decision to sacrifice their fast-firing, low accuracy close quarters SMG for a slow firing, high accuracy rifle. It would have no select fire like the SMG, and no
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Mounted Camera and Tablet.
The concept is a camera that could be placed on flat surfaces and then be viewed from a tablet. It could possibly replace the stick cam for balance reasons or come with a tripod. Tablet would have to be held to view and the tablet would only work if the camera is placed down. The camera could be disabled by players like other traps by pressing default key [V]. Tablet would only be able to be accessed by one player at a time but could be dropped so a teammate or enemy could use but it would not drop on
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Binds for hats
Some nice UI to bind hats on buttons, so you can turn them on/off by tapping 1 button. Or just simple command line binds (ex. "/bind j say "/alert 1"")
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Key's for Guards
I think instead of a lockpick the guards should have keys to unlock the doors that are locked at the start of the round, it just makes more sense. I also think they should be able to re-lock doors, but only the doors that were locked at the beginning of the round so that guards can't just go around locking every door in the building
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Add more tactical hats, helmets etc. to the game
This game already has some greats hats, but I think there should be more headgear for the more 'hardcore' or tryhard-y people in the community. Hats such as a back-turned cap with a headset, eyewear such as Night Vision Goggles or Sunglasses, helmets such as the AM-95 or FAST helmet or full face masks such as the M50 Gas mask
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Be able to destroy equipment
What if both spys and mercs could destroy the other persons sound alarm and c4. Sometimes we can see the explosives before the noise sensors notice us. if i could shoot it, it would help me invade but it would also alert me. Thus making it a high risk high reward strat.
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Please add a SteamVR support in the Intruder.
Hello community department of Superboss, community and Superboss devs. While I was playing Intruder, I thought about the fact that there are no stealth action pvp game like it in the VR segment of games. Intruder has great potential for this. Just imagine how rich motherfuckers fucking their own kind. Finally, doors will open not by scrolling the mouse wheel, but when you hit with the gun butt. If it is another game I'll buy it even for ♂three hundred bucks♂. P.S. Special thanks to Chillboy for ☭Russian☭ text and to Google Translate for support in translaion.
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Sniper Glint
Basically, if someone with a sniper rifle scopes in on you, you'll see sunlight reflecting off their lens.
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).
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Laser Sensor/Remote Charge Defusing Overhaul
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.
As for the actual minigame itself, I can think of 4 possible outcomes, listed here in order from worst outcome to
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Implicit Lockpicking
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.