Given that commanders are under a bit of flex right now, I think its probably fair to talk about them.
First of all, I think I should establish what I think commanders are good for.
1: They provide mobile defense against early raids.
2: They provide an alternate target to attack.
With morphing, I think that expands to
3: They provide some ability to cover up your starting factory's weaknesses.
4: They provide the ability to inject a bit of additional personality and flare into the game.
I think all of these things are valuable.
I do not believe current comm upgrades are currently implemented with much direction. They tend to fall into a few viable choices fairly easily, they have moderate RPS-style problems. Likewise, they are often fairly swingy with trollcomms often being wildly successful or failing utterly.
If I were to propose an alternative system, it would be as follows:
3 Tiers of upgrades
Weapons are added at no specific tier, but when you have purchased them. They are in general weaker at base than current commander weapons, though damage increases are cheaper. The first upgrade improve the commanders basic weapon, and the second adds an additional weapon.
After Level 1, units do not get additional base stats.
Tier 0:
Basic capabilities. All tier 0s are balanced to be about the same with trade-offs existing, but being more average than the current state. Health pools around level 3 commander.
Tier 1: Maximum Metal (200 additional possible metal)
Defining traits for the chasis begin to come in. This Tier costs 400 base and has some minor customization potential. Only weak or fairly straight-forward weapons can be afforded.
These upgrades are fairly consistent so the chasis can be more easily balanced.
Example bonuses:
Recon: Jump cooldown substantially reduced and distance significantly increased.
Battle: Significant health increase.
Tier 2: Maximum Metal 600.
Customization begins being common. Advanced weapon options begin unlocking.
Tier 3: Maximum Metal 800.
Significant major choices or additions possible.
The core here are the following principles:
Stabilize level 0 to be more survivable but less effective as an assault.
Stabilize level 1 to be sufficiently consistent that blind RPS does not occur strongly at the early-game.
Set customization to exist at level 2+ to allow personalization to come in when it is least damaging to gameplay. Likewise, by reducing morph speed and capping metal investment more cleanly, it is easier to get more efficient and better tuned commanders without snowballing power scales.
That is the idea at least. What do you guys imagine for commander direction?