I've been thinking about the issues of multi-unit transports (mainly because I'm making an orbital-changing mod) and I think I have some ideas to address the main issues currently presented by multiple-unit transports. 1. WYSYWIG: -The main issue here is that when you're playing zoomed-out, you can't see what a transport unit is carrying. It's hard enough to see on single-unit transports. My idea is a larger strategic icon specifically for transport units, that includes an area where loaded units would show up. For example, I've made some mock ups: here we can see the hypothetical multi-unit air and orbital transports. They both have space for unit icons to appear in when the units load into the transport, and it is fairly easy to see which units are inside. 2. Commands (area load and unload/ferrying) -I think the area load/unload commands are currently an issue because they pick up ANY unit within the area. I believe this should instead function more like the unit selection function. It picks up the units which are in majority in the area. IE, if there are more fabbers, the transports will pick up the fabbers, if there are more combat units, then the transports will pick up the combat units. -Ferrying commands should work similarly, except the type should remain persistent. IE if you area ferry a whole bunch of combat units, then the combat units will be transported normally. If by accident a whole lot of fabbers enter the ferry order's area, they will not be picked up, as the initial order was for combat units, not fabricators. 3. Actual implementation -It seems to me like this is pretty possible already, the only thing that's an issue is the above two, and that I don't think the loaded units can be attached to multiple bones yet, rather than each unit overlapping on the same bone. If I missed anything/got any mistakes, let me know and I can fix/think about them. Otherwise, what do you guys think?