Ranger (RA1 Jeep) with limited IFV logic

food for thought

Discussion about the game and its default mods.
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Eagle XI
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Joined: Sat Oct 05, 2013 3:00 pm

Ranger (RA1 Jeep) with limited IFV logic

Post by Eagle XI » Thu Jul 12, 2018 4:25 pm

The idea is simple: Put 1 rocketguy into the vehicle and you get an fast-moving mobile rocketlauncher, put 1 Medic in for ambulance variant with healing aura itself, an mechanic for repair arm variant that functions like TS repair tank.
Everything else does not change the vehicle.
Alternately we can adopt the RA3 method of obtaining snipers, an Spy in Ranger would result in sniper rifle armed jeep.

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netnazgul
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Re: Ranger (RA1 Jeep) with limited IFV logic

Post by netnazgul » Thu Jul 12, 2018 6:27 pm

This was tried in several rebalance mods (naming SirCake's UOE https://resource.openra.net/maps/26090/, Smitty's balance playtest and SoScared's RA: Unplugged) and it was decided, that it's either useless and costly or too overpowered and abused. Probably some works will still be done on this though.

lawANDorder
Posts: 55
Joined: Tue Oct 24, 2017 3:20 pm

Re: Ranger (RA1 Jeep) with limited IFV logic

Post by lawANDorder » Tue Jul 17, 2018 4:11 am

netnazgul wrote:
Thu Jul 12, 2018 6:27 pm
This was tried in several rebalance mods (naming SirCake's UOE https://resource.openra.net/maps/26090/, Smitty's balance playtest and SoScared's RA: Unplugged)
And in OpenRA's RA2 mod https://github.com/OpenRA/ra2/blob/mast ... .yaml#L217.

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