Mission scripts will never get a conversion tool. That's for sure. OpenRA uses a real scripting language (Lua) instead of the WW hardwired mess of a system and the conversion would imply a code generator which probably won't happen. The TD/RA/D2k missions are pretty much converted by hand via rescripting as well. You get the objects converted over though (this includes the waypoints) but don't expect more than that.
While OpenRA will catch up to Ares-YR in terms of features, I'd say that will still need 4-5 years - by that time, I guess the MO project already reaches the release and will only bugfix. Although, again, catching up might not be the correct definition, since Ares and NPExt have different terms of features as well today and there might be still projects which feel NPExt suits them better.
One of the main differences between OpenRA and YR though is the system requirements and the gen2 mods as they are demand a lot of GPU power due to voxels being laggy. By lot of GPU, I say, below a Radeon HD5000, you have no chance to get a stable fps if we think about an equivalent of MO3 BR1. Ofc by that 5 year, this sudden perf demand might be negligible/voxel render might get a rewrite to be less laggy, but at this point, it'd probably exclude a lot of players to enjoy the game.
TLDR: It's for the better if MO will not try to convert from Ares.
Also, the OpenRA project never implied to roll support for TS or RA2. What OpenRA implied is that they might ship a preview of TS within the next three release cycles. Keep in mind that this last release cycle took 5 months from Christmas to yesterday. The RA2 mod is also an unofficial mod and was never stated to be even shipped with your base install. Also keep in mind that while D2k is there for years now, it was only last year where it got revamped from the technical presentation (RA with sand as it was called internally) into a near-close D2k experience with some features (starport, Death Hand missile) still missing. A preview is not a full support and you have no idea how much work needs to be done to call the result a mod and not a technical demo pretty much.
OTOH, OpenRA's additive blending might hide the fact better how Lame Tempest is just a plain standard ParticleIllusion effect without much effort poured into it...
Edited by Graion Dilach, 09 May 2016 - 06:39 PM.