Does the hijacker have new artwork or is there borrowing from the thief?
Anyway I was wondering about this non-original unit... Why not just transfer the thief unit--that isn't being used--from Allies to Soviet, and give the thief the additional ability of the hijacker? (Which imo, makes perfect sense anyway, because it just means the thief can steal something extra i.e. vehicles.)
There would be two options with the spy. (1) just leave it as it is with the ability to steal from refineries. In that case, both sides would have the ability to do so which is fine as far as I'm concerned. The OpenRA spy unit seems to have been influenced by red alert 2 where the spy has that ability to steal from refineries.
Or (2) remove the ability from the spy. Spies would still be very useful because of their (RA2 I think) ability to turn off the power. It isn't like they strictly need the theft ability. (Although I'm all for them having it.)
Having one or two extra units that aren't in the original game isn't a big deal, but this isn't like the flak truck which is needed for game balance. As it seems to me, you can easily switch the hijacker for the thief name/art and keep it to the original units. Ok, original units that have switched sides and have increased abilities over the original, but it would still be sticking to the original units.
Why have something non-original when it can so easily be switched to an *original* unit that isn't even in use right now?
Also, it would give an additional role to what is now the hijacker if anyone thinks they aren't that great at the moment.
Hijackers/Thieves
Re: Hijackers/Thieves
Backwards compatibility with the original missions is one reason.zinc wrote: ↑Why have something non-original when it can so easily be switched to an *original* unit that isn't even in use right now?
It's a known problem stemming from reusing code for entering static buildings for vehicles. https://github.com/OpenRA/OpenRA/issues/9879zinc wrote: ↑I tried using 10 hijackers to capture ore trucks at an ore patch... Not exactly easy to capture them. Big waste of cash really.
Re: Hijackers/Thieves
Matt wrote: ↑It's a known problem stemming from reusing code for entering static buildings for vehicles. https://github.com/OpenRA/OpenRA/issues/9879zinc wrote: ↑I tried using 10 hijackers to capture ore trucks at an ore patch... Not exactly easy to capture them. Big waste of cash really.
And here I was thinking it was a built in feature to make it harder to capture vehicles for balance reasons.
