It's fine.
As for the ships leaving, just use the Task Object Trigger.
I recently made a campaign that does EXACTLY what you're talking about. Here's how I did it.
TRIGGER 0: (This controls when the dropship will appear)
STARTING STATE: ON
DISPLAY: OFF
LOOPING: OFF
=Condition 0:
==Timer (Whatever amount of time you want in between the ship arriving/leaving)
=Effect 0:
==Task Object (Task the dropship to the point you want it to drop off the troops)
=Effect 1:
--Activate Trigger (Trigger 1)
TRIGGER 1 (Detects when the dropship has arrived, and creates the units. Creating them is more reliable than changing ownership.)
STARTING STATE: OFF
DISPLAY: OFF
LOOPING: OFF
=Condition 0:
==Bring Object to Area (The dropship to it's desired location. Be sure to encompass more than 1 tile, as task triggers can sometimes be off. a good 9 tiles or so should do)
=Effect 0 - whatever-
==Create Object (These will create the units you want. I'll assume you put down 5 soldiers)
=Effect 1
==Activate Trigger - Trigger 2
TRIGGER 2: (This causes the gunship to leave, after idling for a few seconds to give it a more realistic look)
STARTING STATE: OFF
DISPLAY: OFF
LOOPING: OFF
=Condition 0:
==Timer (5 usually works best)
=Effect 0: Task Object (Task the dropship somewhere out of site, where the player can't get to. This way you can recycle it without having to constantly load/unload or create new ones
=Effect 1:
==Activate Trigger (Trigger 0. This starts the cycle again)
So basically, every so often (depending on how much time you put in trigger 0) the dropship will travel to a location, drop off it's troops, and leave.
If you don't want it to be continuous, just leave out 'reactivate trigger 0' at the end. However you'd have to make a new one for every position you want troops to be dropped off at.
My scenario has six of these cycles set up on the map.
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Expanding Fronts Mod