if you tech they cost the same but if you don't they will cost like ~20% more resources, making it good to tech in the long run, but not necessary if you really don't want to.
Yeah maybe that's an idea. Personally I just think it sounds unnecessary complex for no real advantage. Can't see how it add any more depth to gameplay than simply putting tier reqs?
No way to tell if it's really "worth" it without memorizing a table or something. "Hmm, how many IS-2s must I build for it to be economically viable for me to tech?" Not to mention trying to figure out how far away your opponent is to another tiger etc. Basically only the most dug in players will actually have a clue of what they are doing and what to expect.
How can you nerf call ins equally when some factions hardly even use them?
What's the problem? Are factions fundamentally unbalanced with commanders bringing them closer to balance? That is a pretty extreme type of asymmetrical balance. "Hmm, this unit from T4 is over-performing, let's add a commander that has a unit to counter it."
Do you have any insight on how they approach balance? If that's the way we don't have to discuss balance since it will never be achieved. I'm confident PQ would realize what monster of a system that would be to balance.
If I had to try to balance all this, I would probably forget about commanders and make the base units balanced to begin with. If need be I'd make all call-ins completely useless (add one million fuel cost) and focus on balancing tiers first before moving over to "optional" units.