So it seems that hauling UGVs inside the pod doesn't prevent from transporting a full team, as opposed to other X-COM games where a 2x2 UGV takes room for 4 men.
For reference, the current design is:
2x3 map tiles, that is 16x24 squares.
The 16-square width is as follows: 5 sq. off, 1 sq. wall, 5 sq. inner space, 1 sq. wall, 5 sq. off.
The 24-square length is as follows (from fore to hind): 3 sq. off, 2 sq. wall, 14 sq. inner space, 3 sq. ramp, 3 sq. off.
In other words, ramp is 5x3, inner space is 5x14, fore systems and windscreen are 5x2, lateral walls are 1 sq. thick.
Inner space comes into three sections:
- hind section is 5x3, enough to park 2x2 UGVs;
- middle section is 5x8, of which 3x8 is walkable because of the 2x6 seats lying against the walls (c. 1x1 each);
- fore section is 5x2.
However, there are several questions to be answered.
- Will the UGVs really be 2x2, and nor 2x3 or 3x3? 2x2 looks quite small except if they are small turrets on wheels and not unmanned light (classical) vehicles. More like large demining robots, then.
- Would the UGVs be able to exit the pod by the lateral doors?
If so, they not only have to be 2-square wide (as in your sketch), but the exit ramps have to be as sturdy as the current rear ramp, and extend 2 sq. each side (the third sq. being the otherwise wall thickness. - If all the UGVs have to exit by the rear ramp, wouldn't it be a chance that they block this exit for one turn or two (given a third one is perhaps already dropped here) if the pod is not wide enough?
How about allowing soldiers to exit between the two inner UGVs? If not, wouldn't the UGV's feel quite "alone" and risk to be severely damaged if they keep moving to free the rear exit, before they can be supported by the soldiers (I know their purpose is to draw fire from the soldiers, but having one of them useless or destroyed at the beginning of turn 2 seems not wanted).
I would move one UGV forward, ready to go out by the lateral doors (if allowed to), or by the rear door (after a first batch of soldiers has exited by the rear too).
That would lead to a 2x6 crew section with 6 seats, a 2x2 bare section with the lateral doors, another 2x6 crew section with 6 seats, and the final 2x2 bare section with the rear door. - Could the pod be wider and the UGV placed along its axis, exactly as the containers/light vehicles inside an AN-72 "Coaler" cargo hold don't prevent 32 passengers to be lined up against the inner walls? That would need a 6-square wide hold (incl. 2sq. for the seats), instead of your 4-square wide one.
Then, we could have a 2x2 map tiles pod, if really wanted:
RR
RR S for seat, U for UGV, W for walls, and R for ramp
WWWWW RR WWWW
R squares might be the starting position for one UGV
WW SSS SSS RRR inner space is 4x11 sq. minus 12 1x1 seats
WW UU UU R
RR add 2 fore sq. (windscreen) and 3 hind sq. (ramp)
WW UU UU R
RR plus 1 sq. thick walls and 2 more sq. each sides for
WW SSS SSS RRR the lateral ramps, and that makes a 10x16 footprint,
WWWWW RR WWWW no square off in the axis direction, 3 sq. off each side.
RR
RR
You could spare 1 or 2 squares in length perhaps, and you could abandon inner structures (seats).
Or else, given that it's only 2 tiles long, the UGV should be able to climb down/up the rear ramp by its sides, in order not to be blocked in some maps?
Spawning positions could be:
- first UGV (if any) in the rear section, second one (if any) next to the lateral doors, the one in berth (if any) on the rear ramp;
- 1°) 2x3 middle space for the first 4 soldiers;
- 2°) 2x4 fore space for the next 4 soldiers;
- 3°) each side of first UGV in the hind section for the next 2 soldiers (i.e. against the walls);
- 4°) in the middle space again for the last 2 soldiers (they will be crowded).