Adfest said:
I can see this working.
As said before, you just have to make following orders fun and important enough to make the players want to cooperate.
I could see the resource gathering working the way it does in games like Dawn of War. The ground units would dedicate most of their time and energy to capturing and controlling critical points that provide the commander with the resources to build defenses, upgrade the ground forces weapons/armor/abilities/etc, and perhaps even assist in respawn time or distance to critical points.
Sounds pretty damn fun to me.
Actually, that's how I was imagining the resource gathering as well. Most large-scale first-person shooters, like the Battlefield series, incoporate point control in some way. In this RTS/FPS game, it could be to the purpose of getting the commander more resources so he can give the players better technology, which would eventually help them destroy the enemy base.
Alternatively, the commander could serve the players' needs, as opposed to the other way around. For example, if there's a point that needs to be defended, a player could request a sniper tower be constructed somewhere nearby and the commander could decide whether or not to comply. If they need an ammo drop, they'd ask for one. If they need a vehicle, they'd ask for one to be airdropped to their location. It's also far more likely a commander will be willing to play in the spirit of the game than all the individual soldiers.
And yeah, I'm gonna give these Half-Life 2 mods and Savage 2 a try later.