Jump infantry are something that exists in BT that does not exist in real life. When I have done a lot of infantry writing/roleplaying, it tended to be based on a combo of real life experience, movies I had seen, books I had read and so forth. That includes the tactics they used and the strategies they employed.
With Jump Infantry I don't have much to go on. I've used Jump Infantry on MegaMek, deployed in platoons at a time, and basically just treated it like normal infantry with better movement. But that is based on a table top game, not a writing game.
So Jump Infantry leave a lot of lingering questions for me. Practical questions of a mostly tactical nature. When a squad or platoon "jumps" do some remain on the ground or do they all go at once on a pre-planned order or signal? Do they need to secure their weapons/hand-held gear before jumping (do they need both hands to control flight?). In the field are jump troopers allowed to employ their packs on individual whim ("I'm pinned down alone behind this wall, I have received no order, but I'm going to jump out of harm's way")? At what altitude can jump troopers deploy from say, an aircraft? In what situations might jump troopers use their packs to outflank an enemy at relatively close range and when is that a horrible idea? (based on what battlefield conditions? Should jump troopers have standing orders to "jump" if they come under artillery or air attack, or should they take cover?
Btw by jump troops, I mean jet packs, not paratroopers.
Any thoughts on the subject?