Ha, you have touched on one the aspects of this game that I am most excited about!
Roles are basically setting "permissions" in software speak. E.g. the 1st Inf Div commander can't issue orders to units in the 2nd Inf Div. I don't want to overcommit my "wants" vs what can realistically be expected from the programmers, but I am
wanting players to have the ability to be assigned multiple roles. For instance, someone may want to be a regimental commander in 2 different divisions, or be assigned as a regimental commander of 2 different regiments in the same division...without being the division commander. Just to be clear you can issue orders to all units in subordinate to your chain of command. E.g. if you are the div commander, you have permission to issue orders to any/all units assigned to your division. Players will be able to "see" what their subordinate units can, and will be able to see the dispositions of friendly forces. They will not be able to see details of friendly units outside their control.
So YES, this means that there can be sub-commanders. In fact if there is more than 1 player on a given side, there has to be a subordinate commander. This chain of command also allows people to "cover" for any sub-commanders that may be indisposed (or disappear) without hanging-up the game.
Furthermore I
want it to be flexible. For instance, if you are a taking the role of a regimental commander and it gets rotated out of combat for awhile, you (the player) can be reassigned to take command of a different unit so you can stay engaged in the game.
Right now, the plan is for players to be assigned command roles of regiment and higher, though I am considering allowing down to battalion level...but again that depends on programming issues.
Players will be able to play this game like a command staff exercise if they want to attempt to replicate that, however many will not want to (or be capable of) playing in that fashion. It is for the players to decide... So we plan to have an in game "notes" area where players can capture thoughts as the game unfolds. We
want to tie this is some fashion to a despatch system to allow written comm between players.
You have also given me an idea...we may be able to later include a "Judge" role that someone can monitor the game situation and interject different results when they want, to include monitoring in-game despatches with the ability to delay or garble the transmission. Just a thought...
Did I cover your questions?