My impressions and comment...
- How to do Orbital Drops / HALO jumps
- How to counter the Drops
- Various
- Alternatives
1st -
How to do Orbital Drops / HALO jumpsThis section deals with how to Drop, seen from the Merc's side, and options to improve the Drop.- Select a general location with a 50m uncertainty, to avoid people doing pinpointed drops. Drops come at "random" per-battle angles (you insert for same area in the sky). Modules could allow for added precision.
- Drop in an Individual Insertion Vehicle (or "pod") until either ejecting or 40m above floor (floor != ground), with ability to do minimal correction to trajectory. Skill to allow slightly more control, but nothing significant.
- Upon ejection, is merc's responsibility to enable Inertial Dampners.
2nd -
How to counter the DropsThis deals with how to handle Mercs, that choose to insert via a Drop.- During the Drop, depending on Atmosphere, there would be visible trails in the sky from the Vehicle, and likely sonic booms, all indicating where a Merc either is dropping or has dropped.
- While dropping, the vehicle (or exposed Merc) can be shot by other players, while the vehicle will also be a target for installations, in line with DropShips etc
- When an opposing Merc has dropped, it is up to the team/squad to decide whether to dispatch a squad to deal with the target. If he/she dropped somewhere non-critical, can perhaps be ignored momentarily
3rd -
Various, or why this worksHere I'll try to outline why this is perfectly valid.- Drops are High-Risk, High-Gain methods of insertion. It is plausible the vehicle, and Merc inside, will be shot out of the sky before reaching safety, or that he/she will encounter a squad sent to dispatch the new threat. Meanwhile, if successfull, the Merc can set up a base with Drop Link etc for calling in the rest of his/her squad.
- Drops are not the only method of insertion. CRUs (possibly inserted during initial stages), mCRUs (eg DropShips), DropLinks and possibly MCC spawns for attackers, or a home-base for the defender, are all still valid. Drops should only be used as the exception (or because, "Look At Me, weee").
- Drops add an extra element of strategy (and possible ISK+SP sink)
- Drops add a reasonable mechanism for establishing a "beach head" in a fight, where first step can be to Drop the Team into Squad-coordinated locations.
- Uncertainty in Drops means it may be difficult for snipers to hit a given roof-top/moutainside/whatever, leaving them at a bad location. Likewise, a Squad deploying in an urban enviroment may find that squad-members are spread out, with walls/buildings between them.
4th -
Alternative optionsFinally, some different options...- Insertion vehicles (i.e. "pods") do not need to be individual. Could also be larger vehicles, similar to an RDV or a larger "pod", from which a number of Mercs can deploy. With a turn-around time, there would be a delay, and all Mercs that are willing to (or having to) wait, will be collected and dispatched together. This adds an element of insertion-of-force (more than a single Merc), and added control, but also paints a bigger target.
- Spawn-On-Merc - a DropLink-like module carried by a Merc that you simply spawn "next to".
- Deploying a CRU - a CRU that TeamLead/Commander can deploy to create a ground-base, so Mercs don't have to insert from space/orbit.
- Squad-jumps - where your Squad Lead chooses the destination, and you simply have to tag along with the rest of the squad. Could force some teamwork within your squad.
OIverall, I support the notion of Orbital Drops, both for effect and strategy. Seeing a team of 24-32 red Mercs deploying would be absolutely stunning and scary, and being able to use AA guns to hinder their insertion, only more so!
Edit: If wanted, I can extend into Insertion Vehicles ("Pods" etc), options and costs.