My understanding for the CnC game modes is there is a 'blank' map where each team is allowed up to 5 Fb's and if team x manages to kill team Y's fb's they win? or at least along those lines
So, from a command perspective its quite an interesting gamemode and I think it can be given further uniqueness through the commander.
Part 1
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Command starts with say 600 tickets (obviously depends on maps). This ticket pool is then used by the commander to 'buy' assets. I.e each vehicle has a timer on it for balance, so you cannot just buy ten tanks at the start of the round and the amounts of x vehicle on the field at any time is limited.
The ticket values might need to be tweaked from what they are now for this to work. This would allow forces to request what they need for the task at hand, if the team is getting beat up by enemy armour, SL's can request at base a tank or at vehicle to be bought if available.
What I envisage is somewhat similar to what is in *** now, vehicle-wise, but you are able to 'customise' what vehicles are allocated due to the task at hand.
This system allows the commander to, well take control of the team. This then gives the commander the decision to grant say armour squads the assets if he sees fit for its use at that time.
Pros - It allows battles to be individual, battles are unlikely to be all that similar.
- More emphasis on commanding/teamwork/coordination.
- More use of all parts of a map.
Cons- Could lead to too many vehicles being used at any time.
- Potential for whole battle to be ruined by a bad commander
Coding-wise I guess a space could be cleared at main and simply the vehicles are all spawned in the 'motor pool' area by the commander. (Im not sure how you would take away tickets for buying it though)
Part 2
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'Budget system'
This is similar to what you get in RTS games. Command has an income based on how many flags he is holding, this then allows you x amount of tickets every say 2-3 mins that you can 'spend' on assets.

