You realize that I find your complaints of a smaller, more efficient text size laughable. I type my posts in this size, quotes are in this size, and any decent, traditional east coast university worth it's tuition money is going to be having you read many, many, MANY BOOKS in about this size. Brush off. I'm even saving you calories of energy because your damned eyes don't have to scroll as fast to keep up with the flow of information conveyed by my text.
Yes it's a damned manuscript. That's a good bit of everything I know about how commanding is done, and I've based that on simple observation. Imagine how much more I'd have to say if I actually put up with people laughing at my voice and hating on me for being the commander and started winning games? I'm trying to be courteous and disgorge a huge sum of highly detailed, potentially useful information, and you guys complain about my text size? I should start writing it in shrunken Arial just so I can seperate the people who have the patience for dense reading from those who would more than likely just start skipping my posts.One IP is a good start. Once your guys start dying in larger numbers, you NEED that second IP asap. Without it, all your guys will be in the respawn line instead of spawning and killing aliens or going through phase gates. When there are more than two people always dead at the same time, either you need another IP, or you need to medpack your soldiers a bit more.
Armor1 is super-helpful. I'd say get it before phasetech. Your marines can usually run on foot to get anywhere on the map in under two minutes, so as long as they know where their objective is, they don't need phases to get there. Phases are more suited to surprise rushes, or getting large numbers of people somewhere fast.
The reason I say armor1 before really anything else is because it's the best first upgrade, period. Nothing else helps your marines more than being able to take three skulk bites instead of a mere two. It gives the best sharpshooters on your team that much more insurance against death, meaning that your guys are out there killing aliens longer before dying. It's also cheaper than rushing phase tech, becuase phase gates require 1) a 20 res obs, 2) 15 res to research the technology, 3) 20 res to drop a gate at base, and 4) 20 res to drop each gate after that. That's a whole load of resources. It's much better to give your marines more survivability and force them to walk places in the early game than to give them phase gates that they are too weak to defend and which are too costly to lose.
Stop electrifying a turret factory in base. It's just something you need to learn to stop doing. It works on pubs, but there are better strategies which are about as simple, cost WAY less, and work even BETTER on pubs. Tell one marine to stay at base, or put two stacks of mines down. If you have a base guard, that's free of cost, and if he's good, it'll take more than three skulks to even get close to base on most maps. If you buy two mine packs (8 mines), that's half the cost of the glowing turret factory, and just as effective. In fact, you might get more kills from mines because they are so tiny, no base-rusher sees them until he's standing on them. If you don't know how good any of your marines are with mines, you might even want to learn to place mines by yourself, and drop yourself a pack of mines when everyone is out taking care of business, hop out of the chair, and put them down before hopping back in.
In fact, unless your marines are really REALLY unorganized, I'd say just skip electrifying any nodes except the absolute furthest from your base. Elec RTs cost 45 res, which takes 270 seconds to pay itself off. That's FOUR MINUTES AND THIRTY SECONDS before you get 45 res back from the node. Spend the resources on upgrades. Any upgrade, it doesn't matter. Spend it to upgrade the armory. Get motion tracking from the Obs. Whatever. Hell, you can even use the money to be more generous with your troops and hand out a couple gift shotguns to the guys with the most kills. Tell them they've been good little boys and they can go do what they want with the shotguns as long as they bring a friend to pick it up if they die. It's not likely you're going to find a better way to kill a few spare resources, and your team will love you.
Also, a little known secret, marine RTs are vastly easier to replace than alien RTs. If some skulk is biting the RT close to base, you can send a marine to go do something about it, but since it only takes 90 seconds (minute and a half) for a regular RT to pay itself back, you're better off just letting the skulk spend his time munching RTs than munching marines. All you have to do once he's done is send in a single marine to scout the area, see if it's clear, and drop the RT again. ALWAYS DROP RTs. The more you have, even if you keep losing them, the better. Drop RTs the moment you see a soldier get into position, the moment you have the resources. Drop them all over the map to any marine who can get to one. If there is an open resource node on the map, try to get someone to run that way and cap it. If it goes down, have someone do it again. Not hard at all since even a single marine is stronger than a gorge. Also, never spend time having your marines weld an RT. Even if it has no health bars left and it would only take one bite to kill it, it's still making you money just fine. Wait for it to go down, then get someone to go out and cap it again. You aren't losing anything just by replacing unelectrified RTs. It's like replacing lightbulbs. Cheap, easy, quick. Most of the time, the aliens will be focused on other things besides your RTs, but if you see one start getting bitten, tell your marines there are enemies there. You can either have them go kill the aliens, which is good, or use the opportunity to get around the aliens and closer to their hive while they're busy with their chew-toy, which is better, since it's easier to replace an RT than to get closer to their hive.
Try to have standoffs with the aliens when you can. Because resources are pooled with marines, you're getting res faster than the aliens, as long as your marines aren't dying all over the place like idiots or you keep forgetting to spam RTs to anyone who asks for one. If you hear them on one side of the map by clicking on top of the hive rooms until you hear hive noises, send a couple marines to the other side to start expanding and building multiple RTs hopefully unbothered. At the same time, send more marines toward their hive, and start trying to kill aliens and alien RTs. Aliens have to guard their RTs much more carefully than marines, so doing this will usually keep them off the other side of the map, where you only need one or two marines running between RTs keeping them safe from stray aliens who don't understand the value of their own RTs. Even if the aliens ignore their RTs in favor of trying to kill yours or rush base, you kill their RTs, and they have almost no resource income except what they can get from killing marines.
When you have an observatory, SCANNING IS FREE. It costs zero res, and the only thing you have to do is wait for it to recharge it's power if you use it too often. Scanning is about the most fool-proof way of seeing what is in a certain part of the map, revealing aliens, RTs, chaimbers, and hives without needing a marine to go there and scout for you. Even if the aliens don't have sensory, just bind the observatory to buttons 1 through 5 by using CTRL + Number. Then just hit that number, hit A, and click on some part of the map to see if there's any alien junk in it. DO THIS WHENEVER YOU CAN SPARE YOUR ATTENTION TO IT. Not only does it show YOU what's in that part of the map, for a couple of seconds, it shows up on every marine's mini-map, which everyone should hopefully be using.
Thus, scan the other hive rooms as often as possible. The fact that you're giving away where you're looking is balanced by the fact that now, every marine who has a clue should know where the aliens are. Also, it makes a clever distraction, making aliens think that a marine push may be headed one place, then abruptly show up somewhere else. If you scan hive rooms often, and finally see that the aliens put one up, get in there as soon as possible to kill it while it is weak. A freshly spawned hive which hasn't been fully built usually has so little HP that with about thirty seconds of medpacks and ammo packs, light armor LMG marines can kill it. Take advantage of early-hive weakness by killing the thing before it's health balloons up to 6,000 HP.
Scan as often as the Obs allows you. It reassures your marines that you're watching over them and you're trying to form an attack plan, as well as being the best information gathering tool available other than motion tracking.
If you're comming a large map like Agora, think about rushing for motion tracking as your first upgrade. This is super-handy for marines as well as you, since you can watch the little red blips on your map and plan your strategy accordingly.
If the opportunity for a coordinated assault on the first hive presents itself, IE: The whole alien team is somewhere else doing something else, focus on it. These are the best chances for phase-gate rushes, armory-mine-shotgun rushes, or even just simple spawn-camping. If you sneak three guys into the hive room at the beginning of the game, when aliens only spawn one at a time, and they are doing a good job of killing every respawning skulk, keeping the alien team off the map and in the respawn line, medpack those three guys and give them plenty of ammunition packs, because they're making your job so much easier. In fact, if you plan on waiting until the aliens have left their hive, then try to sneak half your team in, you can often end the game with nothing more sophisticated than spawncamping for three minutes. As long as those couple of guys spawning the alien team aren't wasting rounds trying to take down the hive and just focus on keeping every alien player dead, just ignore the rest of the map and send all your guys to the hive. Build an armory, set down mines, ALWAYS HAVE TWO GUYS COVER FOR RESPAWNING ALIENS, drop them shotguns and mines with the remaining resources, and watch the game end shortly. Even if early spawncamping fails, you keep the entire alien team unable to respond, meaning that by the time they break the camp, they're in horrible shape. Meanwhile, you've been getting MASSIVE resources for kills just because of the spawncamping. It works the same way as a skulk who won't kill a phase gate all the way because he's focused on killing everyone who comes through the gate so that he can build his personal resource stockpile up.
Remember, the objective of the game is to stop the aliens from spawning. If you CAN get into their hive early, and you establish a camp, you bar them from expanding, while you can afford to send one man across the rest of the map capping resources unbothered by skulks.
Pay attention to your marines. If they are in a valuable position that you really need to have on the map, keep them healthy, and keep them all ammo'd up. Be ready with your finger on A so you can lay down healthpacks as soon as they get bitten, and when they kill the aliens, drop small piles of two ammo packs per person, so they can switch back to their LMG and get them. If you spam ammo packs in just one spot, what's going to happen is a marine is going to walk over them, and pick up the maximum bullets up to 250. That's a waste. Marines should have between 100 and 150 rounds to spare, so only drop them in small two-pack piles. of 100 bullets each. Think of it as rewarding your marines for not dying. Only give out ammo after the fight, because if they die with 150 ammo, that's a couple res wasted, and every penny counts. Also, while the fight is going on, don't give anyone more than about two or three medpacks a piece. If they need more, they're usually out of ammo by then and nothing is going to save them. Just send them back when they respawn. This is assuming we're talking about just average LA LMG rines. If your guys have shotguns, you want to drop them more ammo and more medpacks.
There's this stigma about commanders who give out too much ammo or too many medpacks. It's good to balance how much stuff you give marines by how good they're doing. If they only get bit once while taking down two or three skulks, keep your eye on them and keep them happy and healthy above what you might normally do. These are the guys you should hand shotguns to if you have 10 res to spare floating around, and you want your marines to have an offensive boost. They're also the guys you should medspam, because chances are they might be able to beat the odds, reload their LMG, and fry the last skulk or get totally lucky and solo a fade.
Drop things in front of marines. If they don't see things fall from the sky, usually they have no clue. I've had times where I've personally waited in a position for about fifteen seconds before the commander told me to stop being stupid and turn around to build the PG he dropped at my heels. And I'm like

KFINE JEEZ not my fault I didn't see it or hear it. You should drop things in base like this. Wait till someone turns and looks somewhere before dropping something, or nobody is going to build it, and you may have to hop out of the chair momentarily to do it yourself. Similarly, if you're dropping things for your marines in the field, drop them in front of the marines. It's like the carrot tied to a stick. You hold something good in front of them and they are more likely to go where you want.
That's all I can think of. I never command myself, but I probably could do it if I could handle the stress of all the people who would blame me if we lost the first few times. I'm not going to go back and check this post for errors, so if you saw any, my bad. [Edit] I lied.