Not a problem to add the extra gear and split the cockpit viewport up. This is just the basic shape so far, once internals, gear, and more detail is added it will likely be close to 1000 polys. I had to scale it a bit taller to fit soldiers inside, otherwise it would be really wide and long if kept at the same scale. The YF-23 version of the interceptor is naturally angular, so lower poly count there doesn't detract from the look. I could implement similar look engine/wing shapes into this XC-11 design to help tie the level of technology together.
We can assume that the vtol tech used on this craft is more advanced than current tech like the harrier, and that computerized stabilizers that are built in allow for landing gear similar to the skids in the landing craft in Aliens (Alien 2). They were flat pads that retracted flush into the hull. The craft could easily hover-taxi itself out of a bay before taking off full speed. All you'd need is reinforced grating for the bay floor so the air can flow through, rather than blowing anything not nailed down into the corners
Something to consider (depending on how many animators there are to spare later on) is to make the Xnet database shots animated, so in addition to rotating the object, it could go through some of its basic motions. In this case, the landing gear extends and thrust nozzles aim down, then rear gate lowers, closes, and then it takes off again. I'm sure I'll have space between the main bay and the engines to fit the parts for the gear up into the hull. One thing I'm noticing, is that the engine intakes are pretty far back for a vtol design. All the thrust nozzles would normally be positioned after the intakes, in this case all the lift is towards the rear. How about if I move the intakes further towards the front? If people don't like the landing skids, I'll put wheels on it instead, and then the wings could be made to fold up when in the bay to conserve space there.
Another thought/idea for transport design would be similar to a C-5 or C-130 hull, which lends itself well to this, but a delta wing on top instead of the long wing, and having the bays open in the front as well as in the back. If we want to create several versions of stuff depending on the continent purchased, this could be another design somebody could play with. There was a nicely rendered shot of a skyranger posted a while back, it could easily meet most of those ideas with a modified wing. It could have 4 external turbine engines mounted to allow them to pivot straight down for vtol liftoff.
As to naming convention, my take on XC1 and XC11: Fighter/interceptor craft could be XC1, XC2 for advanced; Transport could be XC11, XC12 for advanced. If there were more designs added they could even be numbered to match continents: XC1=Asia, XC2=Europe, XC3=North America, XC1-2 is advanced Asia fighter, etc. Anybody who's interested, send me what you consider a complete list of names for the current craft in the game, and I'll put them into table format in a single spot and post them to this web site for review. Once we have several proposals that everybody likes, we can vote on it if need be. How does that sound to everyone?