As I said, supporting multiple dropships like in X1 is something we may end up adding before development is done but it's a bigger task with more knock-on effects than most people realise so I don't want to tackle it right now. For example, it involves:
Quite a substantial code rewrite, as the code currently assumes that there's only ever one dropship
Some UI changes, because you'd need to specify which dropship to use each time you launch a ground mission
Potentially some changes to the Armory screen so you can manage soldier assignments to the dropship (although as soldiers aren't permanently assigned to dropships like they were in X1, this might not be too bad)
More problematic would be not having a global pool of personnel, which would also be required if you want to have the full X1 system of only being able to assign soldiers to dropships stationed that the same base:
This makes the more in-depth building assignment system a bit of a pain, because you have to make sure the scientists / engineers you want to assign to a particular base are already in the correct base
You need an additional UI screen (or element) for shuffling staff between bases
Strategic Operations become much more awkward, because travel time is calculated from the closest base but obviously in that case you'd only be able to assign soldiers from that base to that strategic operation - which means you'd need to have more soldiers at each base, rather than having a group of operatives specialised for a particular task able to operate globally - which potentially runs the risk of making strategic operations an annoying exercise in micromanagement rather than something interesting
You've also got problems when a Strategic Operation recruits staff - what base do they go back to? What if the base where the team were dispatched from doesn't have any living capacity? etc
Sure, we could work around these problems if we wanted to, but it would definitely be a lot of work. It's therefore not something I want to do as part of the main batch of changes as we don't yet know exactly how big a role the base staff assignment system or the strategic operations will play in the game. If we wait a few more months, some of the problems might solve themselves.