What about the idea to give the commander some kind of rewards, which he can give his team members. I thought about 10 skill points. The commander can give some of them to the most usefull players in his team. This could be the front line guy, who killed the half enemy team almost alone. Or the lonely engineer, who walks from ref to ref. Implementation: Add button "+1 reward" to the move, stop, attack buttons in commander view. Pro: Commander can say thanx to selected players. Players will listen more to the commander to get the rewards. Con: Player will nerf commander to give them the rewards. Some commanders will only give rewards to friends.
Stupid because comms will just dish them out whenever they are available because it gives their team an advantage.
Then maybe commander becomes every 2 minutes 1 skill point for rewards. Also possible that commander can spend his points to another player.
Then it's still the exact same problem, it just doesn't matter as much because it's next to useless in terms of actual effect on the game, and so is quite useless as a reward. In any case, an engineer running around building will acquire points very quickly, probably faster than combatants, so giving them more points makes no sense.
How about the commander uses a skill for the entire team? Good example would be Health Regeneration, Increased Stamina, pop tarts.
I don't like this suggestion. Points serve a very specific purpose and shouldn't be used for more than that. I don't like how people keep trying to tie them in to everything. I do think that some sort of comm powers could be fun (particularly as a replacement for comm-wallhack targeting, which suffers from having no limits.) I would have to say, though, that it would have to fit these criteria: 1. No res costs. The only real reason to put in comm powers is to help the comm guide the team and to make it more fun to comm. Putting the comm in a situation where they have to spend res to do that strikes me as a bad idea. 2. Not overwhelming. The comm powers should help the comm manage the team; they shouldn't replace the team. 3. Not too much attention on the comm's part, and not essential. They shouldn't require constant attention, micromanagement, or rapid-fire clicking by the comm. The last thing we want to do is make another way for the comm's attention to slip for a bit and result in a bunch of people shouting "FAILCOMM FAILCOMM FAILCOMM" because the comm didn't magically save their incompetent ass by using comm-regen or whatever at the exact right time. 4. Nothing the other team can't defend against; no superweapons, no comm-arty out of nowhere, etc. I'm not sure anything can be made that would fit all those criteria, but there you have it.
Make additional 'commander' skills that are unlocked in the same way as normal skills but are only available to people who have been in the CV. They could be simple things like: Increase res rate Increase team vehicle damage Reduce team vehicle cost Increase team point generation Increase team infantry damage etc. etc.
i wish there were support powers. Like RA3 so u can call in an arty strike or a bomber strike or just have your units get a speed buff for a short time. Mainly I hate sitting there and watching my "units" run in and die then watch as the enemy storms towards my base
make them researchable in different spaces of the tree, every tree has 3 in total (1 for each tier you open, every research path has 3 tiers) you cast, then it cools down type: mechanical could give the commander an airdropped light chassis or something with standard cannons, armor and missiles every 10 minutes bio could give the commander 1 free bio bomb strike per 10 minutes (i know you don't like this one, but its just to put examples) psychical could give the commander an area of effect spell that makes infantry get +20% armor for 2 minutes etc etc in that trend