Black Relic wrote:It is. If you lower the delay of when the drop pod arrives units will reinforce before the drop pod hits the ground which looks silly.
Source: Experience since i tried this in me MOD.
Probably, but since first wave of reinforcements doesn't come out of pod anymore but are teleported in instead, we can live with it I think.
Atlas wrote:The point of contention I'm seeing is the free reinforcment and if it reinforces afterwards. Just speaking from common sense, I think any reinforcing the Drop Pod should do is upon landing..... because I have no idea where the units are coming from otherwise lol.
Well, drop pods have locator beacons IIRC, and we can leave it at that.
Other transports normally don't, but nobody cares apparently

I like the idea of continuous auto-reinforcement similarly to how CDB worked at some point. About 5 ticks with interval of 1 sec or a bit less should be ok. That's the option I'm personally suporting.
If you absolutely have to have your STEEEEL REHN of tacs, we could make it an option. Basically, the way I've suggested in the context of vets before:
1) You call da pod for some initial (
red, possibly also
req/
pwr) price;
2) Initially pod does nothing, but has 2 abilities: "reinforce all" and "call in tacs", each has additional
req/
pwr/popcap price;
2a) "Reinforce all" works like old (has it changed btw?) CDB for a short duration, like 5 seconds. Bonus points for incorporating "defensive deep strikes" joke into ability's name;
2b) "Call in tacs (also could use a better name)" releases tactical marines with sarge. Suggestion for that "special buff" idea: just make it so that they enter the field with charged and ready to use ATSKNF, that should go nicely with general "staying in the field" idea behind drop pod ability if that's what you wish to keep;
3) If player doesn't use one of those abilities within 7-10 seconds, they are lost. This is to prevent having reinforcements (or tacs, obviously) on demand "just in case" while camping the field. On the bright side, this is the cheapest option (only initial price is paid) and you geat nice locator beacon aka reinforcement point.
This way you will have more flexible and reliable global, only question being if it's too good.
EDIT: Oh, and don't mismanage your resource pool so you don't lose secondary ability after calling in that pod. Disabling automatic reinforce for your squads if you already have some transport/beacon there before dropping the pod is advisable. If you think you wouldn't want that (understandable in the middle of engagement), we can always make it so that initial price of drop pod global is equal to what we want "pod + reinforce" option to cost in total and then make "reinforce" ability free of additional resource cost. It may be activated by default upon post-landing timer expiration unless owner uses "drop tacs" option (or clicks "reinforce" earlier).
I'd actually advocate this exact option.
/SM fanboy out