I recommend having a minimum of 40 hours flying time before you think about commanding a game. Your team begins with a starbase, one miner and a good deal of cash. The commander takes it from there, buying more miners, upgrading spacecraft, obtaining new craft, purchasing new bases, sending out minefields and so on. For example, the Expansion complex allows the building of Heavy Interceptors and Heavy Troop Transports, while the Tactical complex goes for Stealth Fighters and Stealth Bombers. All techs have their pluses and minuses, with the result that they are reasonably well-balanced.
Pilots can move in and out of a variety of craft.
Each faction begins with a Scout craft. Some have additional craft avaialble, such as Fighters and Light Interceptors. As new craft become available, strategies may change a bit. New spacecraft become available. The gunners are responsible for keeping enemy fighters from shooting down the bomber.