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Appearance[edit | edit source]
The exterior of a Drop Pod consists of tough, metallic red material similar to other DRG company equipment. Its fuselage is capped by a thruster at the top and large auger at the base, which is used to drill into the caverns. On arrival, its safety barrier retracts and an access ramp is extended to the surface. Once all dwarves have departed the Pod prepares for launch and returns back through the entry tunnel.
Extraction[edit | edit source]
After the primary mission quota has been met, a red button will appear on the M.U.L.E. and the launch buttons on the Mine Head and Mobile Refinery will become active. Once pressed, Mission Control will launch a retrieval Drop Pod. Though the Pod attempts to land in a safe location nearby, return distance can range from between 40 meters to over 200.
Upon landing, the M.U.L.E. begins an uninterrupted march back to the extraction point while leaving a trail of blinking marker buoys for the player to follow. All player calls are ignored from that point onward. The return path will generally try to avoid scaling vertical faces but may do so anyway if other routes are significantly less efficient. That said it is not mandatory to follow the M.U.L.E.; players can take any path they wish to return to the Drop Pod. The Driller, using their Reinforced Power Drills, can simply bypass natural tunnels and dig a safe and efficient way.
Once onboard the player must stand in the zone marked Safe or risk the possibility of being removed from the Pod by enemy action.
Whether or not players have successfully made it back onto the Drop Pod, it will launch after 5 minutes for standard missions, 3 minutes for Point Extraction missions, or 1 minute for Salvage Operations. However, for each player that successfully extracts, an additional amount of credits are rewarded. ( 150 Credits x Hazard Bonus per dwarf)
Bugs[edit | edit source]
- It is possible to go back into the Drop Pod before it leaves for orbit. A dwarf can ride the Drop Pod back up the tunnel it drilled, only to fall back down to the mission area once it disappears from the level.
- There is a rare bug where one dwarf will spawn underneath the Drop Pods landing zone, instead of inside it, once the mission starts. The dwarf underneath the drop pod will take no damage from it landing on them, and will be unable to move until it flies away.
- Sometimes dwarves will fall through the Drop Pod at the beginning of the mission. This results in players getting stuck on the top of the Drop Pod.
- The Drop Pod can be seen despawning as it flies back up the tunnel. The top of the tunnel can be seen, revealing Bedrock.
- The Drop Pods extendable ramp can trap players.
- Depending on the landing location of the Drop Pod, players can very rarely clip through the Drop Pod, or worse the map itself, if wedged between the drilled floor and the Drop Pod itself.
- It is possible for a dwarf to spawn inside the drill of the Drop Pod, causing the dwarf to be stuck and stop the Drop Pod from leaving.
- It is possible for at least one dwarf to remain in the Drop Pod after insertion; as it does not leave until all dwarves have left the pod (triggering Mission Control's intro lines), the original Pod can remain in the game until the end of the mission, when the Drop Pod is called. At this point, two Drop Pods will exist in-game; the original Pod cannot be used to evacuate the team and end the mission. This allows for the triggering of Mission Control's introduction lines after the escape sequence begins.
- The Drop Pod may land in such a way that its ramp is not easily accessible. When this occurs, traversal tools are often required to reach the Drop Pod, such as creating a bridge out of platforms.