@Chris_Henry:
Yea, I’d agree with that as well. Makes sense to have different capabilities to drop into combat or just transport in a non-combat move.
To expand on this idea a bit: one detail that would have to be worked out regarding non-combat-move runway-landing missions would have to do with whether transport planes can transport things in both directions. To give an example: if a transport plane takes off from territory X, carrying 2 regular infantry, and lands on territory Y, where it unloads the infantry, does it have to fly out of territory Y empty? Or can it carry out a payload, if the player wants to take something out of territory Y for use elsewhere? In most cases, a player probably wouldn’t need to fly something out after bringing something in…but having that option could be handy, and I can’t think of any reason why the plane would be prohibited from carrying something on the way out. (In war, it’s common to fly supplies and reinforcements into a combat zone, and to fly out wounded personnel on the return trip, but A&A doesn’t have a mechanic for wounded infantry.)
A potential application of the fly-something-out concept would be a situation in which a player would want to fly something out which is more valuable that what was flown in. Interestingly enough, one possibility would be a scenario in which some paratroopers had been previously air-dropped into a territory to help capture it. Assuming that the paratrooper unit is more expensive than a standard infantry unit, and given that (as I’ve mentioned) paratroopers are usually relieved by ground troops soon after they’ve accomplished their mission, a player might want to fly in some regular infantry to take their place once the territory is secure, and to extract the valuable paratroopers on the way out.