1. A strong builder, OK combat unit 2. A strong builder, and strong combat unit 3. An OK builder, OK combat unit 4. An OK builder, strong combat unit If cases 2 and 4, will he be wandering into enemy bases at the 2 minute mark to shoot sh*t up? Will we get the "hilarious" base swaps of Finn's Revenge? In other words is it intended to let the commander be "10 tanks, 2 builders", or are we steering him more to a home boy at least for the first part of the game? NOTE: I am not discussing which of the 4 is preferable, merely asking the intended design at this stage.
A metal one, of course. The traditional Firefly mystery meal. On a more serious note, the commander will probably be the most volatile unit during development. It could be a fixed unit, it could change dramatically in purpose and ability throughout the game. It's kind of important to get right. Anything's possible right now, so don't worry about the label. Although if you want my input, I'd say "wherever the comm goes, the game should follow". There's a ton of ways to accomplish that.
Don't forget that there will almost 100% be multiple commanders and Uber has expressed interest in making them different beyond pure cosmetic changes. Of course, there is also the small fact that the game is what, a few months and maybe a bit into development? relatively "insignificant" details like this aren't set yet, it's be pointless do just assume what the final product will be without even knowing for sure that all the planned aspects are even possible. Mike
OK first of all I guess it needs to be said that whenever you start up a new thread, just look through the forums, or do a search, or check the already suggested features thread, for other older threads that are pretty much about the same thing... ... Especially when that thread was made, by you, an hour and a half ago. viewtopic.php?f=61&t=41307 Honestly this option will probably see the most impact on the game, or at least be something that people care about. A lot of SC games online are in the assassination game mode. Lots of people like the game to wrap it up when the commander explodes. And even if you aren't playing an assassination game losing you ACU is still kind of a set back. So when a lot of people are playing the probably aren't going to want to march out an important unit that everyone is going to shoot at first, no matter how awesome it's gun is. What people will use their commander for is helping out with building back at base where it's always going to be hiding anyway.
There was a topic on this already about the role of the commander in the game and also another one on upgrades. I think you'll find the upgrades one most interesting. You really need to spend some time searching/reading. I don't see why everyone else can find these topics and you can't.