I think for the Commmander System for Company of Heroes 3, it should be customisable, but also contain limits and balances. I've created a set of handy images below that I likely plan to make a video of.
Rather than simply selecting one commander, you automatically go into game with your full roster of three. These commanders cannot be switched in-game, all of that is done pre-game and is visible for your opponent to see in-game and in the loading/set-up screen. Any commander can be slotted out for another with each one having a unique set of abilities.
Players would gain Command Points as they fight, tech, build which they can use to spend on their Commander trees in any order. You can either choose to save points to buy a higher costing choice or choose to buy multiple cheaper options.
Players would have a maximum amount of Command Points that they can gain that, once again, can be spent in any format; this is under the assumption vehicles and infantry would no longer be call-ins or call-in units in require tech. You can choose lots of small items that accumulate, or higher CP requirement items if you want to focus on end game, or you could just balance everything out.
Yes, it might be a balancing nightmare, but you get freedom of choice and if done right, there is no set-in-stone way to pick commander and every commander brings something unique. And going for just pure end game or just lots of minor options, means you're sacrificing other assests. It also reduces commander redundancy as now you only need one commander with say a Tiger or ISU, rather than 3-4.
Note I'd also be open to the idea that it could be linear and you can pick from any tree, but once selected you lock out everything else in that row, horizontally.
this system sounds highly abusable and hard to balance
And yet Dawn of War II still plays more reliably and sensibly than CoH2 ever has, because hard counters actually hard counter their intended targets.
CoH2 regressed so far that it's just a fustercluck of RNG and bruteforcing (walk three infantry units into an MG's arc of fire, drive tank past an AT gun and then drive circles around it, etc.) -- zero tactics, just abuse of mechanics that don't work as they are supposed to (and do work like they're supposed to in a nine year old game by the same developer).
If you want a game of hardcounters, play starcraft or LITERALLY EVERY SINGLE OTHER RTS THERE IS
JT and elefant TD are OP units that don't have any counter at late game.
especially when they have support aside them.
when enemy brings them its like GG and the game isn't fun at all because its really unfair.
why Allies don't have an ability to counter them well ??!
just imagine you are playing a 2v2 match and enemy has brought JT and elefant and 2 panthers aside them for support what can you do when map is 50 % 50 % ?? its GG
1. playercard pls
2. in the scenario you describe (50:50) you should have 4 su85 and 4 jacksons.
use them