Sample of the date tag: November 21, 2003
Sample #2 of the date tag: 11/21/03
THE NATURAL SELECTION SCORING SYSTEM
MARINE ACTION REWARD ALIEN ACTION REWARD
Killing Skulk 1 Killing Marine 1
Killing Gorge 2 Killing Jetpack Marine 3
Killing Lerk 3 Killing Heavy Armor Marine 4
Killing Fade 4 Killing Sentry Turret 2
Killing Onos 5 Killing Automated Siege Cannon 3
Building Command Chair 5 Building Hive 5
Building Resource Tower 3 Building Alien Resource Tower 3
Building Other Marine Structure 2 Building Other Alien Structure 2

THE NATURAL SELECTION RESOURCE SYSTEM
GAME ACTION MARINE REWARD ALIEN REWARD
Killing an enemy player 1-3 random resources to your team 1-3 random resources to you
Resource tower 1 resource per 4 seconds to your team 1 resource per 4 seconds split evenly among all players on your team

MARINE WEAPONS - SLOT 1
LIGHT MACHINE GUN :: Default weapon. Fair damage and range. Versatile and effective, more so in groups. Marines spawn with 2 clips of ammunition.
Damage: 10 hp/shot Rate of fire: 10.00 shots/sec
Clip size: 50 bullets Max storage: 250 bullets
Cost: N/A Requires: N/A
SHOTGUN :: Deadly at close range. Fires 10 pellets per shot.
Damage: 17 hp/pellet Rate of fire: 0.77 shots/sec
Clip size: 8 shots Max storage: 40 shots
Cost: 10 resources Requires: Armory
HEAVY MACHINE GUN :: Not as accurate as the Machine Gun, but twice the punch and a bigger clip.
Damage: 20 hp/shot Rate of fire: 9.09 shots/sec
Clip size: 125 bullets Max storage: 250 bullets
Cost: 15 resources Requires: Advanced Armory
GRENADE LAUNCHER :: Used for groups of enemies or structures. Grenades explode on contact with an enemy or after 4 seconds with a radius of 350 units.
Damage: 125 hp/shot Rate of fire: 0.83 shots/sec
Clip size: 4 shots Max storage: 30 shots
Cost: 20 resources Requires: Advanced Armory
MARINE WEAPONS - SLOT 2
PISTOL :: Default secondary weapon. Good accuracy and power, small clip. Marines spawn with 2 clips of ammunition.
Damage: 20 hp/shot Rate of fire: 5.00 shots/sec
Clip size: 10 shots Max storage: 30 shots
Cost: N/A Requires: N/A
MARINE WEAPONS - SLOT 3
KNIFE :: Last ditch weapon when marines run out of ammo or want to conserve it.
Damage: 30 hp/slash Rate of fire: 1.54 slashes/sec
Clip size: N/A Max storage: N/A
Cost: N/A Requires: N/A
MARINE WEAPONS - SLOT 4
WELDER :: Used to repair structures and armor, and to weld certain map features open or closed. Weldable objects are marked by special icons on the marine HUD.
Damage: 4 hp/sec Repair rate: 50 hp/sec
Clip size: unlimited Max storage: N/A
Cost: 5 resources Requires: Armory
MINES :: Trip mine/land mine used for defense. Mines explode on contact with an enemy or after absorbing 30 hp of damage with a radius of 300 units.
Damage: 125 hp Rate of fire: N/A
Clip size: N/A Max storage: 5 mines
Cost: 10 resources for 5 Requires: Armory

MARINE ARMOR AND EQUIPMENT

HEAVY ARMOR :: Raises the armor of a marine to 200 hp. The armor's extra bulk slows the marine slightly, causing him to move at 95% of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit.
Cost: 15 resources
Duration: for the marine's lifetime

JETPACK :: Allows sustained flight, until the energy meter hits zero. Must land to recharge. Handy for avoiding fangs and claws. Can't be worn with Heavy Armor.
Cost: 15 resources
Duration: for the marine's lifetime
CATALYST PACK :: Boosts the metabolism of a marine, hurting him in the process. The marine gains a 25% bonus to speed and fires his weapons 25% faster, but loses 25% of his total health. A marine can't die from using a cat pack.
Cost: 4 resources
Duration: 8 seconds

ARMS LAB UPGRADES
DAMAGE UPGRADES :: Three levels of upgrade that provide 10%, 20%, and 30% increases to the standard damage of all marine weapons, mines, turrets, and siege cannons.
Cost: 20/30/40 resources
Research time: 60/90/120 seconds
ARMOR UPGRADES :: Three levels of upgrade that give a 20%, 40%, and 60% boost to the maximum armor of all marines.
Cost: 20/30/40 resources
Research time: 60/90/120 seconds
CATALYSTS :: This technology allows the commander to drop catalyst packs anywhere on the map.
Cost: 20 resources
Research time: 40 seconds
TECH LAB UPGRADES
JETPACK TECH :: Once researched, this technology allows jetpacks to be constructed within 300 units of any prototype lab.
Cost: 35 resources
Research time: 50 seconds
HEAVY TECH :: This technology is required before heavy armor can be purchased. Once complete, heavy armor can be constructed within 300 units of any prototype lab.
Cost: 40 resources
Research time: 100 seconds
OBSERVATORY UPGRADES
MOTION TRACKING :: This upgrade reveals all enemy movement, anywhere on the battlefield, as "blips" automatically displayed on the marine HUD. The Kharaa can counter this effect by standing still, or staying close to sensory chambers.
Cost: 35 resources
Research time: 100 seconds
DISTRESS BEACON :: The distress beacon is the commander's last ditch SOS call for reinforcements. All marines waiting to respawn appear in the marine base, even if there are no infantry portals left.
Cost: 15 resources
Time to activate: 3 seconds
PHASE TECH :: Phase tech is a specialized nanite technology needed for the construction of phase gates (see Marine Structures).
Cost: 15 resources
Research time: 45 seconds
ARMORY UPGRADES
ADVANCED ARMORY :: The armory must be upgraded to an advanced armory before heavy weapons can be purchased. When complete, heavy machine guns and grenade launchers can be dropped within 300 units of the armory.
Cost: 30 resources
Research time: 180 seconds
TURRET FACTORY UPGRADES
SIEGE UPGRADE :: Turret factories must be be upgraded, before siege cannons can be built. Once this upgrade completes, Siege Cannons can be built within 400 units of the structure.
Cost: 15 resources
Research time: 15 seconds
ELECTRICAL DEFENSE :: An electric field that protects turret factories and resource nodes by shocking up to 2 enemies at once within a 200 unit range.
Damage: 25 hp Rate of fire: 1.00 shock/sec
Cost: 30 resources Research time: 180 seconds

BASIC MARINE STRUCTURES
COMMAND CONSOLE :: Allows one marine to connect to the command network and take the role of Commander. The marine team always starts with a single command console.
Cost: 20 resources
Build time: 15 seconds
Health: 10000 hp
RESOURCE TOWER :: Allows the commander to tap a ship or base's raw nano-supplies. Can only be constructed over resource nozzles. Each tower adds 1 resource every 4 seconds.
Cost: 15 resources
Build time: 15 seconds
Health: 6000 hp
INFANTRY PORTAL :: Allows marines to respawn after being killed. Infantry portals are the most crucial structure to defend, second only to the command console. Must be placed within 400 units of a command console. Note: the marines do not start play with any infantry portals.
Cost: 20 resources
Build time: 10 seconds
Health: 2500 hp
ARMORY :: Dispenses "free" ammo for a marine's active weapon, and allows weapon construction within 300 units. Can be upgraded to an advanced armory for heavier weapons.
Cost: 10 resources
Build time: 15 seconds
Health: 2400 hp
OBSERVATORY :: Reveals nearby enemies (even when cloaked), allows scanner sweeps, distress beacons, and research of motion tracking. Scanner sweeps allow the commander to see cloaked aliens and structures in a 800 unit radius from the origin of the sweep, for a duration of 10 seconds.
Cost: 20 resources
Build time: 15 seconds
Health: 1700 hp
PHASE GATE :: Allows marines to teleport instantly between any two portals. For more than two portals, the destination is randomly determined. To use a portal, stand next to it and press your "use" key ( [ ] default setting).
Cost: 15 resources
Build time: 12 seconds
Health: 3000 hp
RESEARCH STRUCTURES
ARMS LAB :: Taps local resources to allow three levels of weapons and armor upgrades.
Cost: 25 resources
Build time: 19 seconds
Health: 2200 hp
PROTOTYPE LAB :: Allows the research of advanced, cuttinge edge technology - presently jetpacks and heavy armor.
Cost: 40 resources
Build time: 20 seconds
Health: 4000 hp
DEFENSIVE STRUCTURES
TURRET FACTORY :: Allows sentry turrets (automated gun emplacements) to be built for base and perimeter defense. Turrets must be placed within 400 units of a factory. The Electrical Defense upgrade protects turret factories.
Cost: 10 resources
Build time: 13 seconds
Health: 3000 hp
SENTRY TURRET :: Automatically acquires the nearest enemy target (players or structures) and fires. If its turret factory is destroyed, it ceases to function. The Electrical Defense upgrade protects turrets.
Damage: 10 hp/shot Rate of fire: 1.43 shots/sec
Cost: 10 resources Build time: 7 seconds
Health: 1300 hp
AUTOMATED SIEGE CANNON :: Automatically acquires the nearest enemy structure it can "see" (but not players) and focuses a devestating blast at its location. The siege cannon can fire through walls or obstacles up to the limit of its range, but only if the target is "painted" by a marine spotter (who just has to look at it) or a commander's scanner sweep (see the Observatory entry). Enemies caught standing next to a blast also take damage. Alien chambers are hurt for double the damage listed.
Damage: 165 hp/shot Rate of fire: 0.25 shots/sec
Cost: 15 resources Build time: 10 seconds
Health: 2000 hp

ALIEN SPECIES
SKULK :: All-purpose combat and scouting class that can walk up walls and ceilings.
Cost: 2 resources Gestation Time: 7 seconds
Health: 70 hp Armor: 20 hp
Speed: 290 units/sec
Using its powerful jaws, the skulk can cause major damage point blank range
Damage: 75 hp/bite Rate of Fire: ?? bites/sec
Energy Cost: ?? units Requires: N/A
A live tracking device that shows marine player and building positions on hive sight once the skulk spits it on a target
Damage: 10 hp/shot Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: 1 Hive
The skulk can jump large distances quickly to close on its prey
Damage: 80 hp/hit Rate of Fire: N/A
Energy Cost: ?? units Requires: 2 Hives
An explosion of flesh and bone, killing the skulk and blasting everything within a radius of ?? units
Damage: ?? hp Rate of Fire: N/A
Energy Cost: ?? units Requires: 3 Hives
GORGE :: Builder and "medic" class. Determines team strategy by choosing which structures to build and when.
Cost: 10 resources Gestation Time: 17 seconds
Health: 150 hp Armor: 40 hp
Speed: 170 units/sec
Goo projectiles that can harass an enemy
Damage: 25 hp/shot Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: N/A
A mist that heals alien players and structures while hurting marines and their equipment
Damage: 16 hp/shot Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: 1 Hive
Acid artillery that explodes in a 200 unit radius and does double damage against marine structures
Damage: 200 hp/hit Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: 2 Hives
Strung between walls, these strands cause marine equipment to fail and enemy movement to slow to a crawl for ?? seconds
Damage: N/A Rate of Fire: ??
Energy Cost: ?? units Requires: 3 Hives
LERK :: Flying support class. Not much of a fighter himself, but can heavily boost effectiveness of teammates. Good for hive defense, and abilities serve as "spells" he can use to attack or defend players or areas.
Cost: 30 resources Gestation Time: 28 seconds
Health: 125 hp Armor: 30 hp
Speed: 200 units/sec
Using its powerful jaws, the lerk can cause major damage point blank range
Damage: 60 hp/bite Rate of Fire: ?? bites/sec
Energy Cost: ?? units Requires: N/A
A choking gas cloud with a ?? second duration that damages normal and jetpack marines in a ?? unit radius
Damage: 7 hp/?? seconds Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: 1 Hive
A cloud that blocks marine bullets, stopping ??% of the incoming shots from hurting aliens in a ?? unit radius for 3 seconds
Damage: 80 hp/hit Rate of Fire: N/A
Energy Cost: ?? units Requires: 2 Hives
lerk version of primal scream image A loud scream that drives the aliens around it into a frenzy, increasing their attack speed by 30%, their attack damage by 30%, and their available energy by 60% for ?? seconds
Damage: N/A Rate of Fire: ??
Energy Cost: ?? units Requires: 3 Hives
FADE :: Finesse attacking class.
Cost: 60 resources Gestation Time: 23 seconds
Health: 250 hp Armor: 100 hp
Speed: 240 units/sec
SLASH
Damage: 90 hp/bite Rate of Fire: ?? bites/sec
Energy Cost: ?? units Requires: N/A
BLINK
Damage: N/A Rate of Fire: ?? blinks/sec
Energy Cost: ?? units Requires: 1 Hive
The fade speeds up its metabolism, healing itself for ?? hp
Damage: N/A Rate of Fire: ??
Energy Cost: ?? units Requires: 2 Hives
ACID ROCKET (mention splash radius)
Damage: ?? hp Rate of Fire: N/A
Energy Cost: ?? units Requires: 3 Hives
ONOS :: Lets player lead the charge and do tremendous damage to groups of players.
Cost: 100 resources Gestation Time: 38 seconds
Health: 500 hp Armor: 400 hp
Speed: 225 units/sec
GORE
Damage: 75 hp/bite Rate of Fire: ?? bites/sec
Energy Cost: ?? units Requires: N/A
The Onos swallows a marine whole, removing them from the fight while they are slowly digested
Damage: 3 hp/shot Rate of Fire: ?? shots/sec
Energy Cost: ?? units Requires: 1 Hive
By pounding the floor, the Onos can stun marines in a ?? unit radius for 2.00 seconds
Damage: N/At Rate of Fire: N/A
Energy Cost: ?? units Requires: 2 Hives
CHARGE
Damage: 320 hp Rate of Fire: ??
Energy Cost: ?? units Requires: 3 Hives

ALIEN CHAMBERS
HIVE :: Aliens need a hive to spawn. Each hive unlocks a new ability for each alien. Any alien standing within 500 units of a hive is automatically healed for 20 hp per second.
Cost: 40 resources Build time: 180 seconds
Health: 7000 hp Regen Rate: 2 hp/second
RESOURCE TOWER :: Gathers 1 resource every 4 seconds, splitting it evenly among team members.
Cost: 15 resources Build time: 20 seconds
Health: 2500 hp Regen Rate: 5 hp/second
DEFENSE CHAMBER :: Provides defensive upgrades and heals up to three chambers or aliens within ?? units for 10 hp per second.
Cost: 10 resources Build time: 20 seconds
Health: 1200 hp Regen Rate: 5 hp/second
MOVEMENT CHAMBER :: Provides movement upgrades and energizes aliens within 400 units for 10% of their total energy every 2 seconds.
Cost: 10 resources Build time: 12 seconds
Health: 1000 hp Regen Rate: 5 hp/second
SENSORY CHAMBER :: Provides sensory upgrades, and cloaks aliens and chambers within 750 units.
Cost: 10 resources Build time: 14 seconds
Health: 800 hp Regen Rate: 5 hp/second
OFFENSE CHAMBER :: Attacks enemy players and structures when built.
Cost: 10 resources Build time: 11 seconds
Health: 1000 hp Regen Rate: 5 hp/second
Damage: 20 hp/shot Rate of fire: ?? shots/second

DEFENSIVE EVOLUTIONS
CARAPACE :: Toughens alien hides, adding the armor amounts shown
Skulk Armor Bonus: 20 hp/level
Gorge Armor Bonus: 50 hp/level
Lerk Armor Bonus: 30 hp/level
Fade Armor Bonus: 100 hp/level
Onos Armor Bonus: 150 hp/level
REDEMPTION :: Adds a ??% per level chance that an alien under ??% percent health will teleport to the hive farthest when hurt to avoid death.
REGENERATION :: Allows aliens that have been hurt to regain 3% of their health per level every ?? seconds.
MOVEMENT EVOLUTIONS
ADRENALINE :: Boosts the rate at which the alien regains energy. The boost is 8% at level one, 12% at level one, and 16% at level three.
CELERITY :: Causes the alien to move 25 units/second faster per level.
SILENCE :: Reduces the volume of alien player sounds with each upgrade. The relative volume of alien sounds drops to 50% at level one, 15% at level two, and 0% at level three.
SENSORY EVOLUTIONS
CLOAKING :: Reduces the opacity of players when they haven't moved in ?? seconds, making them harder to see. The relative visiblity of alien player models drops to ??% at level one, ??% at level two, and ??% at level three.
focus iconFOCUS :: Slows down slot 1 alien attacks while making them more powerful. Damage is increased by 0.33% and rate of fire is reduced by 0.50 for each level.
SCENT OF FEAR :: Allows the alien to detect any injured marines on hive sight. The distance increases with each level: ?? units at level one, ?? units at level one, and ?? units at level three.