It probably would need the addition of tabs, though I'd imagine that it wouldn't be that hard to implement. In fact, I believe that I once saw Reg312 work on expanding the number of tabs that could be used for selecting weapons in the design screen, increasing turret limits from 32 to 128. See ticket #3160 for more information.Emdek wrote:There is UI issue (it was designed for 5 only AFAIK, needs "tabs"), also it is probably worth to simply make them better.Shadow Wolf TJC wrote:I recently thought of another idea for improving commanders. Perhaps, if 10 still seems like too steep a limit in terms of how many units a fresh commander may have assigned to it, then maybe we could increase, or even remove, the limit on how many commanders a player may control at a time.
For increasing amount of assigned units, it could depend (initial one, increased 25% with each next rank) on which command turret it was built (those turret upgrades replace previous one or what?) or add additional research item (for turret or CRC module maybe) which increases that limit (maybe with Mk stages, each one increasing it further).
Also, you can always use strategy of making one unit especially experienced and then recycle it to build first commander, it's easier to use it in campaign, but surely doable also in MP.
By the way, you seem to me like you're one of those guys that prefers to implement more radical changes to solve problems. 1st, you suggested that trucks be given the ability to take over incomplete structures as a means to solve the problem of partially-built derrick spamming, and now you suggest increasing commanders' unit assignment limits to as high as 30 units? Have you ever thought about what the consequences of your proposed changes would be like?