This is a very rough outline of something I had in mind for a game mode I'd like to call 'second in command':
- Games are 2 v 2. Each team has 1 'commander' player, and 1 'second in command' player.
- By default, the commander player is a full-fledged player (starting with an ACU and resources just like in a normal game) and the 'second in command' player has no units, has shared vision with the primary player, can look around the map, ping, and chat. He is to be considered the subordinate of the primary player. He executes his will and orders (see below).
- The commander player can select units and give them a new 'special' move or attack order: the result of these is that the control of these units is given over the second in command player, and the target location of the order is pinged to him. The second in command player would then execute the order as he sees fit. The nature of the order can also be further detailed through team chat. For example: "Take these ships and assault that point, retreat to base if overwhelmed ...". There are no obligations or restriction on what the second in command does with the units, but the intention is that he listens to his commander.
The commander can retake unit control when he wishes and the second in command can also return unit control back to the commander when he wishes.
Engineers (including ACU) cannot be transferred this way, in order to keep it simple and to keep the second in command's focus on combat/unit control/micro.
- Additionally, when an sACU arrives, it is under full control of the second in command. There could be one pool of resources, or separate pools, with giving of resources enabled. This might give a nice twist to sACU's (there is also a human in the sACU in the game's fluff...)
I think it might be fun to play as an alternative. I don't know how hard it would be to code though.