Hello forum, this is essentially my first post. However, I've been watching it diligently for a few weeks. First a little background to my question. I was playing Supreme Commander, and found myself thinking about the veterancy system. I never found it particularly useful in normal units and base defenses, as the difference in health wasn't enough to be significant, and veterancy systems are really only useful for micro games, which this obviously isn't. It also had the issue of T4 units "feeding" on lower tier units, and being ridiculously overpowered for it. I remember reading that Mavor (He is Neutrino, right?) said he was against it, but that they would be tracking unit stats. I think that's a great way to handle units, but I don't think it fits Commanders. As I see it, commanders are the only micro-heavy aspect of the game, and with good reason. It's your persona on the battlefield; it represents you. As such, I think having an experience system fits it really well. Being able to level up your commander gives it a greater tactical flexibility, and upgrades allow you to modify it for your specific play style. Some people use it aggressively, and some people prefer to use it entirely for support. I think using such a vital unit in a high risk way should warrant some level of reward for its actions/survival. In fact, I think it would be cool if the two, experience and upgrades, would be combined into one. You kill enough units, or perhaps earn enough experience based on kill types, and gain a tier of veterancy. Besides health and regeneration increasing, perhaps give the additional option between increasing movement speed or targeting accuracy. This could change on a by-level basis, and key levels (For example: 3, 5, 8, 10) could provide a more significant option, such as a cloaking field (if implemented, of course), missile launcher, jump pack, etc. Another reason I think this would work especially well in this game is (to my understanding) how they're doing factions. Having a single pool of units, but many (I think I read 100 somewhere, but don't quote me on that) different commanders to choose from. It hasn't (to the best of my knowledge) been confirmed whether or not the differences will be ability related or purely aesthetic, but I'm definitely for game play differences. As long as balance is well ironed out, I think that's one of the coolest things that can be done. I always loved using the Cybran commander as an invisible strike unit, and equally loved using the extremely powerful bubble shields of the UEF Support Commander to protect my army. The staunch differences between the commanders was always one of my favorite parts of SC. Thanks for reading, and whatever you choose, please discuss why in the comments.