I know this topic has been touched on a bit, but I wanted to add a few more ideas to the mix, if they haven't been considered already. There are so many that could be added here, and I could see these being Commander/Sub-Commander only abilities as well. However, I'm thinking along the lines of Empire Earth, where the "Cybers" had abilities like Self-Destruct (implemented as more of a kamikaze bomb type unit), Antimatter Storm, Nano Virus, Cloak, Assimilate, Walking under water Other abilities could include holograms for a fake attack force, or stealing/leaching another players' energy/metal, ION weapons that shut down enemy robots/buildings for a period of time, self repair (while shut down in repair mode), Phase ability to walk through impassable terrain like mountains All of these would need to auto-cast to limit micro, of course.
If you classify building missiles and launching them as abillitys. Then the micro should be fine and good. Good micro encourages important decisions and tactics.
Supcom Commander: Self-Destruct - Yes Aintimatter Storm - No Nano Virus - No Cloak - Upgrade for cybran (radar cloak, not invisible) Assimilate - Yes - Reclaim Walking under water - Yes Stealing/leaching - No ION weapons - Not on the commander, but EMP on other units Self Repair - Yes without having to shut down Phase ability - No The commander is already boss. Some of these other abilities sound fun, but I prefer the only thing to do with my commander is to run and hide or overcharge / d-gun / ubercannon things to death. Any passive abilities I'm fine with. Edit: I like the Stealing / Leaching resources idea. Like a spider/walker bot that could latch onto power / mass / storage and syphon a small amount from your enemy (an amount of the resource its latched to). Or it could latch onto an enemy unit and reclaim it for mass / energy. It would have to be quite sizeable so your enemy could see it and react before it syphons away all your resources.