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About this mod

Play as new elite units of Rangers and Air Raiders.

Permissions and credits
Please leave any suggestions and bug reports in the comments, we value your feedback!
If you have issues with online play, check the Troubleshooting section below.


This mod introduces two elite units of Rangers and Air Raiders, playable in either solo or coop.

The Air Ranger, a support class that buffs the defenses of other players, and can summon friendly soldiers and vehicles of the EDF.
And the Storm Rider, a more combat-oriented hybrid that specializes in summoning powerful mechs, and can upgrade friendly units.

Yet these are not just summoner classes! They can also issue Orders, a new type of battle shouts that buff players and other units.
Some orders are shared between both classes, while others are exclusive to the Air Ranger or Storm Rider. Orders mix together their effects in cooperative play, and can be equipped in any weapon or accessory slots, allowing for extensive customization.





 



AIR RANGERS are highly specialized in their weapon selection, playing like a balanced hybrid of a combat Ranger and a supportive Air Raider. Their choice of summons is restricted: they can only summon EDF soldiers, 7 types of wheeled  and tracked vehicles, and 3 types of mechs. To offset this limitation, they are the sole class that can equip 2 summonable combat units at the same time. Their exclusive Tactical Orders (battle shouts) are easy to use and make them a great asset in cooperative play, as they protect other players. Air Rangers can run, having a dedicated slot for armor to ensure they remain highly mobile. They have access to backpack drones, while their only vehicles are helicopters.

And also, Air Rangers come with their own lore:

Airborne strategic command ops, their high synergy of military and civilian expertise represents the lasting legacy of the Civil Conflicts era among the EDF.
Deteriorating envinronmental conditions and the exacerbation of regional disputes had left the world in a state of diffused unrest. To counter the worsening humanitarian crisis, contingency teams had to become more decisive and flexible. Leadership and teamwork became skill requirements in the face of shifting global scenarios: military tasks, such as securing critical infrastructure, may evolve at any time into civilian rescue operations, like delivering relief goods or airlifting endangered personnel.
The Air Rangers' striking vocation to defend the people is perhaps the best example of the EDF's mission to protect all of humanity, regardless of the divisions within. This call for unity is indeed what propelled them to fame during the turbulent events of the Colonial Uprising. Over 400 mining outposts had been established in the Earth's high orbit, extracting resources from asteroids and pioneering space habitation; until the wealthiest of them, Colony 313, claimed independence and lead the rest to rebellion.
Clashes between the colonial mech riders and the EDF continued with intensity, until a stray shot severed the cables of the main colony's habitat module and threatened to plunge all of the colonists to their deaths. As the world watched, the Air Rangers unilaterally ceased hostilities and rushed to lead the rescue effort, coordinating the best of both armies and finally managing to reach the falling module in the nick of time. Building a bond of honor between the opposing combatants.
That unauthorized truce would eventually turn into the peace talks that ended the war. Upon his arrest, one unnamed commander is often quoted saying: 'the only enemy we face in this war, is despair itself'.




 



STORM RIDERS share many similarities with Air Rangers, but shift away from support and focus on agile and destructive combat. They make full use of Mission Orders that grant extra credits and reduce cooldowns, allowing them to chain together bombing runs and mech deployments in a way that would otherwise require for prohibitively long waiting times. Their summonable friendlies include EDF soldiers, plus an incredible variety of 57 different mechs, ranging from the Nix, to the Proteus and Barga. Compared to Air Rangers, however, they can only bring one of these units into play at the same time. Their exclusive Combat Orders allow friendly units to grow stronger, enhancing both their power and defense. Storm Riders have access to backpack grenades, while also having a vast selection of vehicles at their disposal.

And of course, Storm Riders come with their lore too:

Orbital mech pilots hailing from Space Colony 313, an asteroid mining outpost which famously led the other colonies in a secession attempt from the rest of Earth, declaring that the first nation of the space frontier had been born.
Its romantic fascination, as well as the great wealth of resources extracted from the STORM-313 asteroid by zero-G exoskeletons, had helped the small colony gather a vast fellowship of skilled and technically minded adventurers. In the tumultuous days that followed the declaration of independence, those colonists would go on to earn themselves a fame as legendary mech pilots, pioneering daring zero-G maneuvers as their trademark 'orbital drop incursion'.
Even though years have passed since the EDF brought an end to the war, the Storm Riders still hold a cocky and prideful attitude toward their old arch rivals, the Grim Reapers. After the tragic arrival of the Primers, Colony 313 still plays a determinant role in disrupting the enemy forces that enter the Earth's orbit and encircle our planet.
Some say that the old separatist sentiment has flared back up, now that the squadrons of mechs are once again launching from STORM-313. More than one radio operator who tried to contact the site of an orbital incursion, has instead caught an unauthorized broadcast playing the old battle hymn of the frontier. 'Stand under the sky and sing; the angels of freedom fly, on wings of steel'.






MISSION ORDERS
Shared by Air Ranger and Storm Rider


Order: Battle Stations!
Takes over the Credits Reload System, greatly boosting the amount of credits that can be earned during a mission.
This can be used to reload air raids and orders rapidly, as well as requesting vehicle drops or reinforcements.
Credits granted by the boost are shared among all players, but only one instance of this order can be active at the same time.
An encrypted transmission will be sent to the Colony 313 tactical mainframe and authorize the override,allocating the necessary amount of resources by a favorable exchange rate.
Effect: +5000 Credits. Cooldown: 150s.

Order: Action Stations!
Takes over the Credits Reload System, greatly boosting the amount of credits that can be earned during a mission.
This alternate configuration has been further adjusted to favor the usage of credits based weapons such as mortars, air raids and ICBMs.
The higher rate of activation, however, comes at the cost of additional micromanagement.
Credits granted by the boost are shared among all players, but only one instance of this order can be active at the same time.
Effect: +2500 Credits. Cooldown: 75s.

Order: Follow the Leader!
Recruits a random soldier to join your group. Rangers, Wing Divers and Fencers are ready to answer the call.
Once the order is issued, the volunteer will report to a nearby location and make their way to you.
They can follow across any terrain and will even deploy effectively in underground missions.
All units scale up automatically to the level of the current mission.
Effect: summons a friendly soldier. Cost: 5000 credits.

Order: Hold Your Ground!
Boosts the armor of deployed combat units by +5% to +25%, enhancing their resistance to damage.
All deployable units are affected: from recruited soldiers, to air transported vehicles and orbitally dropped mechs.
The armor boost effect stacks indefinitely, but only one instance of this order can be active at the same time.
Since both the current and maximum armor values of a unit are being boosted, damaged units will not appear to be recovering,even though their current armor has just increased.
Effect: +5-25% armor to all deployed units. Cooldown: 60s.

Order: Lock and Load!
Resupplies all players via VTOL aircraft, rescuing anyone injured or incapacitated.
Health, ammunition, cooldowns and credits are reset. Weapons that cannot be reloaded will also be restocked.
This order's reload gauge starts off empty at the beginning of a new mission, and must be filled up completely before it can be used.
Order valid while supplies last.
Effect: full restore to all players. Charges: 1+1 per player (minimum 2).



TACTICAL ORDERS
Air Ranger only

Order: Air Rangers, Defend!
Boosts the armor of Air Rangers by +50%, enhancing their resistance to damage. Lasts until the end of the mission.
Only one 'Defend' order can be issued per mission. Any consecutive orders will be discarded.
Effect: +50% armor to Air Rangers.

Order: All Troops, Defend!
Boosts the armor of all players by +25%, enhancing their resistance to damage.Lasts until the end of the mission.
Only one 'Defend' order can be issued per mission. Any consecutive orders will be discarded.
Effect: +25% armor to all players.

Order: Fortify Positions!
Boosts the armor of all players by +5%, enhancing their resistance to damage.
Lasts until the end of the mission and can be issued multiple times, up to a maximum of +50% armor.
This order stacks with any other currently active orders.
Effect: +5% armor to all players (stacks up to +50%). Cost: 5000 credits.

Order: Steel Yourselves!
Temporarily boosts the armor of all players by +50%, enhancing their resistance to damage.
Lasts 30 seconds, then expires and must be issued again. Issuing the order multiple times will extend the duration of its effects.
This order stacks with any other currently active orders.
Effect: +25% armor to all players for 30s. Cooldown: 30s.

Order: Defensive Formation!
Doubles the effectiveness of 'Defend' orders when at least two different types of combat units are deployed in the same mission.
All deployable combat units can be used in the formation: from recruited soldiers, to air transport vehicles and orbital drop mechs.
Once the order is issued, the EDF tactical mainframe will start monitoring the deployment of different combat units during the mission.
Once the condition is met, the effect will activate. Only one instance of this order can be active at the same time.
Effect: Defend orders grant twice the amount of armor to players.



COMBAT ORDERS
Storm Rider only


Order: Infantry, Advance!
Boosts the stats of all soldiers recruited with the 'Follow the Leader' order by 10%, enhancing their damage and defense.
Lasts until the end of the mission and can be issued multiple times, up to a maximum of +100% boost.
The bonus applies to all units spawned after the order is given.
Effect: +10% to the damage and durability of summoned soldiers (stacks up to +100%). Cost: 2500 credits.

Order: Cavalry, Advance!
Boosts the stats of vehicle combat units by 10%, enhancing their damage and defense.
This includes any wheeled or tracked vehicle of regular size, in the 'Air Transport Units' category.
Lasts until the end of the mission and can be issued multiple times, up to a maximum of +100% boost.
The bonus applies to all units spawned after the order is given.
Effect: +10% to the damage and durability of summoned vehicles (stacks up to +100%). Cost: 3750 credits.

Order: Mechs, Advance!
Boosts the stats of mech combat units by 10%, enhancing their damage and defense.
This includes any powered exoskeletons of regular size, in either the 'Air Transport Units' or 'Orbital Drop Units' categories.
Lasts until the end of the mission and can be issued multiple times, up to a maximum of +100% boost.
The bonus applies to all units spawned after the order is given.
Effect: +10% to the damage and durability of summoned mechs (stacks up to +100%). Cost: 5000 credits.

Order: Titans, Advance!
Boosts the stats of giant vehicle and mech combat units by 10%, enhancing their damage and defense.
This is limited to the E651 Titan and EMC in the 'Air Transport Units' category, and to the Proteus and Barga in the 'Orbital Drop Units' category.
Lasts until the end of the mission and can be issued multiple times, up to a maximum of +100% boost.
The bonus applies to all units spawned after the order is given.
Effect: +10% to the damage and durability of summoned giant vehicles/mechs (stacks up to +100%). Cost: 7500 credits.

Order: Attack Formation!
Doubles the effectiveness of 'Advance' orders when both a drivable vehicle and a combat unit are deployed in the same mission.
All deployable combat units can be used in the formation: from recruited soldiers, to air transport vehicles and orbital drop mechs.
Once the order is issued, the Colony 313 tactical mainframe will start monitoring the deployment of vehicles and combat units during the mission.
Once the condition is met, the effect will activate. Only one instance of this order can be active at the same time.
Effect: Advance orders grant twice the amount of damage and durability to summoned friendlies.





Playing the mod in singleplayer or splitscreen should present no issues whatsoever: all abilities will work exactly as you'd imagine.

But if you're going to play online
, know that there's a limiter for summons and orders: when you summon something and it shows a message onscreen, you will have to wait until the message disappears before you can summon another unit (or issue another order). If you don't, the system will ignore the input and you will waste your hard-earned credits.

This is a countermeasure against desync, which is a serious issue in the game's netcode, and that we can only tackle this way.





INSTALLATION

To install the mod, extract its archive in the EDF6 folder, located in:
"Program Files\Steam\SteamApps\Common\Earth Defence Force 6"
When installed correctly, the installation folder should look like in the screenshot above.