QUOTE(aNytiMe @ Jun 4 2008, 11:31 AM)

Its hard to picture non-offensive spells that take much commander skill or are useful in the field. We already have a solid defensive spell, its called medspam. Maybe if you add medpacks, but for movement speed, which cost 1 res but don't last too long?
I agree that droppable items is currently where the commander depth is at, but I think ammo, health, and cat(speed) have the defensive end pretty well covered. Also commander spells aren't necessarily "non-offensive", just not direct damage to a player. For example, I would call a spell that increases attack damage in an area of effect an offensive spell, even though it's not directly harming the kharaa or infestation.
I definitely agree skillful commander spells are hard, especially if there's not to be too much of an entry barrier to commanding. That's why I suggest we focus on that avenue of discussion. I want commanding to have depth beyond med/cat dropping since that's just one skill move.
Here's a different suggestion: we know there are two types resources planned from the last podcast, nanites and metal. It seems likely to me that, generally, nanites will be used for commander spells, and metal will be used for buildings(I say generally because there will probably also be exceptions where higher techs also require nanites, and some structures will facilitate spells).
What if you had to 'build' the spell before you could use it. Building of a spell wouldn't
necessarily require other players, it would just take time. This way commanding takes more forethought, and you could have multiple versions ready(a bunch of +attack spells for a shotgun rush). Maybe more expensive instantaneous versions of spells would also be available so as not to hinder commanders too much, but good commanders would be able to "macro" spells as well as "micro"(medpacks/ammo/cats).