Just some thoughts I had on commanders and gameplay for PA. TA and SupCom had a single commander, but SupCom also had SCUs (support commanders). When the ACU dies, the game is over, and all your units explode (at least on assassination mode). But what if SCUs also functioned as backup commanders, where if the original ACU dies, the SCU is still there and allows you to continue to play as long as you are fielding at least one SCU? That would actually be kinda cool I think, sort of like purchasing an insurance against com snipes. It's something I wish was in SupCom. The idea I had was that every planet you are operating on would require either your commander or a backup commander to be physically on the same planet in order to provide command for any of your units there. If your last commander on a planet dies, then instead of exploding, any of your units on the planet become stationary. They will still fire and defend themselves, but without a commander to give them orders, they will not actually be able to move anywhere. If you manage to land another commander and your units are still alive on the planet, then you can regain control. Finally, considering we might have to be controlling multiple planets at once, I was thinking it would be nice to have the option (not mandatory in any way) to allow the AI to assume control of base building, defense building, economy improvement, unit production, and even fighting on some of your planets while you go and focus on a more critical battle elsewhere. You would of course be able to assume control and turn off AI control at any time. As long as you have a commander on planet, you could turn over control to the AI or take back control at any time.
Regarding letting AI control some of your units, that is helping to solve the root problem of not having enough time to control all of your own units. It does sort of alleviate the problem but it could also cause problems of its own. For example, if the AI ends up making decisions that are counter to what you intended; or preference issues from players. Ideally, there wouldn't be a need for AI assistance if the players were able to effectively command all of their units. This could be done by providing a sleeker and more powerful UI. In other words, find better ways to transfer information between the game and the player's brain so that the UI is not a bottleneck. This would not remove micro, it just gives players the option to not have to micro all the time for lack of a better option.
What do you guys think of though the idea of making multiple commanders as an insurance against com snipes, and as a requirement for controlling units on a given planet?
I gotta say no to having them as back ups, but as glorified engineers with combat potential, maybe also, I like the idea of allowing an AI to take control of certain facilities, even an entire planet, to allow you to make more strategic decisions. It's also very, very, very realistic. And I think it adds to the awesome. This can easily be done, too. You can have it as simple as giving control of produced units to the AI 'battle coordinator,' or you could allow an entire facility be run by the AI, with the allowance of you taking control at any time. +1 to AI control.
The devs have already identified that especially early on in a game, micro for the Commander will be required. They have also hinted that it may also be required in an endgame situation where planets have been destroyed and you end up in a Commander-vs-Commander situation, fighting it out on the remaining asteroids. If a single planet, moon, and asteroid belt are a suitable 1v1 match, then this type of AI support would not be necessary. I don't think the game should play itself, so when setting up a match a system of appropriate size needs to be selected for the number of players involved.