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Old February 16, 2001, 14:35   #1
lbores
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Tell me about drop pods
The unit says that it's equipped with the pod, but I don't seem to be able to get it to move more than 3 tiles. So what's the big deal? Isn't supposed to be something like artillery? You're sitting 3 tiles away and you can then drop the infantry directly on the target?

My pod-guys seem to be moving along the ground! Shouldn't I be able to cross a small body of water?

Wazzupwiddat?
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Old February 16, 2001, 14:44   #2
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There is a special key. I think it is the "L" key but I don't remember. When the unit blinks, hit the "airdrop" key, you will see a little parachute icon. Place the parachute icon where you want to airdrop and click. The unit will airdrop to that location. If you see an "X" on the parachute it means you are not allowed to airdrop on that particular tile. You can airdrop directly in enemy bases if they are empty and if they do not have the aerocenter complex.

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Old February 16, 2001, 16:21   #3
Lord Maxwell
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to airdrop a unit has to begin it's move in a base or on an airbase tile improvement. It can then drop ut to 8 tiles away. Note that it has to come down on a square not occupied by unfriendly forces, that it cannot come down in the action radius of interceptors etc. (It also costs move, so experiment first so you don't loose valuable troops in the field.)

I find them working best on colony pods after the Space Elevator is complete. (You can fill out all unused land on a huge map in a matter of turns with all your main bases churning out drop colony pods.
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Old February 16, 2001, 18:05   #4
Paul
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Diplomat, it's the I key, not the L key.
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Old February 17, 2001, 08:28   #5
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To complement the information above:
remember that there IS a difference in how comb / non-combat drop units behave.
I experimented it in detail, but I can't recall them now!
So, I invite you to do some experimenting on your own too.

What I can say:

- non-combat drops always stop as they land
- combat drops do NOT consume moves in dropping
This means that you CAN move a drop infantry after dropping, while you can't move a probe.
It had been proposed to use a drop land-transport to be dropped with the probe on board, and then move the probe. It doesn't work.

- many circumstances can influence the ability to drop. Areocomplex, empty base or garrisoned with combat/non-combat, interceptors in base. There is a message box popping up which talks of ZoC preventing drops also, but I can't recall when it applies.
And dropping on a sebase or a transport doesn't work (or am I confused?)

- the diplomatic stance definitely influences your ability to drop.
IIRC non-combat units can drop in enemy basezones only if Pacted.
I mean, without an aerocomplex Pact/Treaty/Vendetta have one kind of effect, with AeroComplex a different one.
I'll have to redo the tests, or relay on a similar initiative from some of you!
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Old February 17, 2001, 10:32   #6
big_canuk
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I redid the below post to improve clarity.
[This message has been edited by big_canuk (edited February 17, 2001).]
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Old February 17, 2001, 10:44   #7
big_canuk
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Well...

quote:

Originally posted by MariOne on 02-17-2001 07:28 AM
...
I can't recall them now!
...
but I can't recall when it applies.
...
(or am I confused?)
...
IIRC
...



Utter confusion from MariOne.

I'd give it a 8/10 in clarity, a far cry from the 11/10 he normally gets. Down to the level at which most of the rest of us normally post.

Thanks, MariOne, for making us all feel better.

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Old February 17, 2001, 20:49   #8
cbn
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Drop units become an integral part of any military force once the tech becomes available as they eliminate the reliance on sea transports or terraforming land links. In fact the "chop and drop" is a fairly standard tactic. The chopper multiple attacks to empty the base and then drop units can take the base-- they can drop straight into the base in some cases (no aerospace complex). I also like to keep a few best-weapon ( and empath) drop rovers inside the core of my empire for ultraquick concentration of forces if worms appear or if I have carelessly allowed an amphibious landing.

My experience has been that drop units can move after the drop but the act of dropping causes damage (about 30% IIRC)so immediate attacks are at some disadvantage. Other points

--it is the "i" key and a little parachute will show up
-- 8 squares is the limit until orbital insertions are possible -- then the range is unlimited
-- drop colony pods are great for late game expansion


I think that once you start using drop pods you will come to love their possibilities
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Old February 18, 2001, 12:24   #9
Aredhran
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quote:

Originally posted by MariOne on 02-17-2001 07:28 AM
- many circumstances can influence the ability to drop. Areocomplex, empty base or garrisoned with combat/non-combat, interceptors in base. There is a message box popping up which talks of ZoC preventing drops also, but I can't recall when it applies.
And dropping on a sebase or a transport doesn't work (or am I confused?)


You can't drop within 2 tiles of a base that has an aerospace complex, unless orbital insertions are available.

Same thing for a base that has an interceptor stationed in it (not sure whether it also defends against orbital insert, though)

Zone of Control preventing drop message appears when non-combat units try to land near enemy units.

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