If i understand correctly what i have seen in game - Herakles is all-human tech (doesn't need any alien material or parts). That's strange however, I research it alongside with Stingray.
Given it's a big and heavy aircraft it seems that two engines not enough - tree or even four for balancing lifting power. IIRC there are many complaints to Osprey regarding it's stability and safety. That's main reason why it's not widely used by military.
I think near future VTOL craft would be something like this (only small craft at the moment). In a bit more far future engines will be electrical powered by more advanced batteries or generator.
And i really would like ability to leave dropship in tree directions instead of only one.
1th - I read speculations 'bout implementing alien tech. Well, it should be considered, as false for now and I focus design toward human - tech.
2th - In 1942 To power 56.9 tonnes Tiger I, 514.8 kW was used. To power 67.6 tonnes M1 Abrams, 1,120 kW is used. Considering geometrical progression of computing power evolution, I assume that in 2084 even one engine is too much for classic plane. Minimized heavy lifter should have more than enough to power such craft, without helping stabilizers.
3th - That design is too "sci-fi futuristic". I mean - it's clear, that designer of that craft imagined it's design by very basic classic futuristic sci-fi art. It's even little bit retro.
In my vision, x-com should use still contemporary design, but with much more advanced tech. For better understanding: Imagine that 24 core processor units is standard component of every pc on earth. It's not sci-fi, but, still, it's futuristic.
4th - It's already like that. I mean, I planned ike that at very begin. I just don't cut interior yet.
One thing to keep in mind: ideally, I would like it if all of our dropships fit onto a 2x1 RMA tile. This would reduce the amount of wasted space we have around the dropship on maps and in many cases would help get soldiers into cover and interesting terrain more quickly.
The current Herakles is the only dropship that accomplishes this (sort of) by having a break-away drop-pod, so that the full vehicle is never seen on the battlescape. 2x1 may just be too small to pull off (ShipIt, do you have some thoughts on this?). But the smaller we can keep our drop-ships the better (yours looks like it could make it onto a 2x2 tile, so that could work).
On the design: I like the overall shape. To be honest, you can use more polys to round those engines add a bit more detail in the battlescape version (current poly level is good for geoscape).
Indeed, I designed it compact. And I don't like idea of leaving less space 'round ship, cuz, even if those are elite pilots, too close quarters is very dangerous place, to land vehicle. It's still normal, to have some space 'round, as it's more "realistic". Even future have it's rules. For cover - aircraft must be crew shield, and, as I want it design right now, it should provide some neat defence.
I don't like idea of drop-pod for many reasons: a- bad cover, b- very bad craft self-defence ability (some randomly lucky its to joints, and pod is travelling it's way to earth... don't tell me, that's lame. That is very reasonable.), c- deploy and take-off time consuming. To effectively deploy and leave territory, craft must be 'round. If it's pod, which break apart and builds again, it's definitely slow and ineffective process. And imagine, if you wan't abandon mission and try to reach safe zone. Now, imagine, that, as you, in reality, wait for pod to close, aircraft to catch it and leave territory: I assume half of your men gonna die. So, any questions, why pod is bad?
Well" just for now, I won't overdose with poly, as there will be significant add from interior and segmenting, so, for now, It should look like that. But, 'course, after I'll finish segmenting, I'll try optimize and enhance it shape.