Ah, okay, and also could you add camera zooming commands? when you lower the camera view the higher it, it changes zoom on the camera.
uhm, also maybe mass control commands for mutants? it's abit hard to control so many units and could you balance the pit lord mutant (forget it's name) if you haven't already noticed...it spawns frequently and has i think 2.5k hp.
For the barricades and tank walls could you make the upgrade fortification effect them?
And try something more extreme for mutant rush control, i mean honestly i don't have my iron mines/oil derricks up yet and i'm being hit by 10 corpse feeders is abit unfair, and then i get noobs telling me "it's how the games played" and "if you can't take it don't play human" make it so units aren't produced until you get an upgrade that takes about 5 minutes. 10 corpse feeders 2 minutes in is total BS.
And, why does a higher income take a bigger toll on your iron supplies? i don't really get it...wouldn't it effect your oil? (I've got bunches of oil...iron not so much)
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Another great suggestion. I'm adding in camera as we say to let you zoom out, zoom in, and reset the camera to default.
The pit lord mutant spawns every 51 seconds and then takes another 40 seconds in an egg. By the time that fat bugger comes out, you should be getting heli's to hunter down their eggs. But if you didn't, I did indeed nerf it already in the version I have and they have ~25% fewer hit points.
Mutants will not be getting a mass move command unless I add it onto a unit as an ability. They have it easy as is; giving them a mass move command is a potential problem. If they can't even manage grouping squads, then they're having it too easy. Mutants is already too automatic, but I'll get more to that later on.
There is a reason barricades and tank traps don't get bonuses from fortifications is because when I was using those two things, it was already way to easy to make my base an impenetrable fortress. It should not be so easy to turtle. In fact, I'm having trouble giving humans and mutants a incentive/increased-capability for assaulting bases (later on) when turtles are finished constructing a massive defense net. I sat on top of my hill blasting down with vulcan towers lined behind my structures and I never gave an inch. I believe I will increase the innate hit points for barricades and tank traps. Barricades is a destructible, however, which is why it gets no contribution, and tank traps are really just meant to slow down tanks.
Currently, it may the way I play, but, I never get zerged down by mutants. I've almost been once, but never lost within the first 10 minutes. (Needless to say, one game, I lost shortly after that.) But if I test a little more, and the average player (I'll get more friends to test with) seem to get zerg rushed like hell, I will slow down the mutant rush rate. I appreciate your concern, but I'll need more testing before I can really nerf something like that. Most likely, mutant hit points will just be reduced a little.
I mean, I'll say another few suggestions here to stop getting killed by rushes: You must have troops early on. Make sure that barracks is within the 1st three buildings you build. And then, just get 2 scout squads. Equal number of human infantry kill equal number of mutant units, at least early on. Make sure you take positioning into account too. Firing down on top of a hill to mutants at the bottom of the hill is most efficient. Next is making sure your units are behind a wall of buildings if they're not at the top of a hill.
However, this is not to say I don't agree with you. Mutant rushes are a little powerful and a little early, as well as the fact that it takes almost 0 skill. I'm changing this. If you make a rush, it will impact you more now as mutants. In fact, you'll have to specialize in rushing. This is one of the many changes coming about to this game.
The only thing that keeps mutants winning is the fact that they can hold you up in your base. If you ever enter their base, their buildings are a joke to destroy compared to human ones. That's the advantage us humans have other their mutants. They have high offensive streaming capability because they must, in a sense. Give a human a few artillery pieces and we blow their base to smithereens in about a minute.
A higher income takes a toll on your iron supplies... now that I think about it, it doesn't really make any logical sense. However, just like how upkeep affects you in standard Warcraft, I do need it to keep a balance on iron. For that same reason, your oil production goes down over time. If you have an abundance of oil and a deficit of iron, purchase the iron smelting upgrade at your laboratory. 15% bonus to iron is a huge boost, and it only costs 200 iron and 900 oil. Don't worry, when the next patch comes out, your iron mines are much more (around... 70 more production on the last rank) efficient. This is to reduce the concentration a human player has to worry about the economy.