So far youve heard of the roles that the players would be able to play. Alot of mechanics are mentioned but not explained so if you have a question just ask.
Before I continue Id like to add that roles can be changed/swapped. Also, consider having the commander position chosen via vote. idk, the commander has alot of power. lol
RESOURCES and its mechanics
Costs here are examples only. Team 1 can collect minerals. But the seargent can only make an infantry unit if he has 50 minerals and 50 gas. So he must donate his collected minerals to the commander for conversion. So really if we go with the 2:1 ratio, 100 minerals sent should be 50 gas returned. But if the commander feels the Guard needs to add a tower then he may decide to give the gas to him instead.
Adding a tech lab or reactor to barracks and factories also is an expensive investment, costing gas. The upgrades in the tech labs are controled by the seargent/engineer, not the guard like the bay/armory.
The idea I have for trading is kind of sinister. The trade is down on the open field in between the two 'castles'. There is a middle zone which is as far as the diplomat can move his unit. The resource, wether it be minerals or gas, is in the form of a caravan unit. Once in the middle, the diplomat unit can use an ability to make this unit his. Returning the newly controlled caravan to the stable in his own base gives the resource to the commander. The fun here is, killing an enemy teams caravan also rewards the resource. So... you could essentially double cross the team. call for a trade and just show up with infantry and archers. mwuaha ha. Again, only the diplomats can talk to one another. Also consider making special units for each side, like a fire archer for one and not other. Or a grenader for one not the other, so that the teams can trade specialty units.
next on the list is Combat and Defense. ^_-