THE NATURAL SELECTION SCORING SYSTEM | |||
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MARINE ACTION | REWARD | ALIEN ACTION | REWARD |
Killing Skulk | Killing Marine | ||
Killing Gorge | Killing Jetpack Marine | ||
Killing Lerk | Killing Heavy Armor Marine | ||
Killing Fade | Killing Sentry Turret | ||
Killing Onos | Killing Automated Siege Cannon | ||
Building Command Chair | Building Hive | ||
Building Resource Tower | Building Alien Resource Tower | ||
Building Other Marine Structure | Building Other Alien Structure |
THE NATURAL SELECTION RESOURCE SYSTEM | |||
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GAME ACTION | MARINE REWARD | ALIEN REWARD | |
Killing an enemy player | |||
Resource tower |
MARINE WEAPONS - SLOT 1 | |||||||
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LIGHT MACHINE GUN :: Default weapon. Fair damage and range. Versatile and effective, more so in groups. Marines spawn with
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SHOTGUN :: Deadly at close range. Fires
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HEAVY MACHINE GUN :: Not as accurate as the Machine Gun, but twice the punch and a bigger clip.
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GRENADE LAUNCHER :: Used for groups of enemies or structures. Grenades explode on contact with an enemy or after
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MARINE WEAPONS - SLOT 2 | |||||||
PISTOL :: Default secondary weapon. Good accuracy and power, small clip. Marines spawn with
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MARINE WEAPONS - SLOT 3 | |||||||
KNIFE :: Last ditch weapon when marines run out of ammo or want to conserve it.
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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.
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MINES :: Trip mine/land mine used for defense. Mines explode on contact with an enemy or after absorbing
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MARINE ARMOR AND EQUIPMENT | |
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HEAVY ARMOR :: Raises the armor of a marine to |
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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: Duration: for the marine's lifetime |
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CATALYST PACK :: Boosts the metabolism of a marine, hurting him in the process. The marine gains a Cost: Duration: |
ARMS LAB UPGRADES | |||||
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DAMAGE UPGRADES :: Three levels of upgrade that provide Cost: Research time: |
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ARMOR UPGRADES :: Three levels of upgrade that give a Cost: Research time: |
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CATALYSTS :: This technology allows the commander to drop catalyst packs anywhere on the map. Cost: Research time: |
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TECH LAB UPGRADES | |||||
JETPACK TECH :: Once researched, this technology allows jetpacks to be constructed within Cost: Research time: |
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HEAVY TECH :: This technology is required before heavy armor can be purchased. Once complete, heavy armor can be constructed within Cost: Research time: |
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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: Research time: |
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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: Time to activate: |
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PHASE TECH :: Phase tech is a specialized nanite technology needed for the construction of phase gates (see Marine Structures). Cost: Research time: |
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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 Cost: Research time: |
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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 Cost: Research time: |
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ELECTRICAL DEFENSE :: An electric field that protects turret factories and resource nodes by shocking up to
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BASIC MARINE STRUCTURES | |||||||
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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: Build time: Health: |
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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 Cost: Build time: Health: |
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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 Cost: Build time: Health: |
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ARMORY :: Dispenses "free" ammo for a marine's active weapon, and allows weapon construction within Cost: Build time: Health: |
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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 Cost: Build time: Health: |
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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: Build time: Health: |
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RESEARCH STRUCTURES | |||||||
ARMS LAB :: Taps local resources to allow three levels of weapons and armor upgrades. Cost: Build time: Health: |
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PROTOTYPE LAB :: Allows the research of advanced, cuttinge edge technology - presently jetpacks and heavy armor. Cost: Build time: Health: |
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DEFENSIVE STRUCTURES | |||||||
TURRET FACTORY :: Allows sentry turrets (automated gun emplacements) to be built for base and perimeter defense. Turrets must be placed within Cost: Build time: Health: |
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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.
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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.
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ALIEN SPECIES | |||||||||||||||||||||||||
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SKULK :: All-purpose combat and scouting class that can walk up walls and ceilings.
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GORGE :: Builder and "medic" class. Determines team strategy by choosing which structures to build and when.
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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.
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FADE :: Finesse attacking class.
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ONOS :: Lets player lead the charge and do tremendous damage to groups of players.
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ALIEN CHAMBERS | |||||||
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HIVE :: Aliens need a hive to spawn. Each hive unlocks a new ability for each alien. Any alien standing within
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RESOURCE TOWER :: Gathers
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DEFENSE CHAMBER :: Provides defensive upgrades and heals up to three chambers or aliens within ?? units for 10 hp per second.
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MOVEMENT CHAMBER :: Provides movement upgrades and energizes aliens within
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SENSORY CHAMBER :: Provides sensory upgrades, and cloaks aliens and chambers within
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OFFENSE CHAMBER :: Attacks enemy players and structures when built.
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DEFENSIVE EVOLUTIONS | ||||||
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CARAPACE :: Toughens alien hides, adding the armor amounts shown
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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 |
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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 |
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SILENCE :: Reduces the volume of alien player sounds with each upgrade. The relative volume of alien sounds drops to |
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SENSORY EVOLUTIONS | ||||||
CLOAKING :: Reduces the opacity of players when they haven't moved in |
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focus icon | FOCUS :: Slows down slot 1 alien attacks while making them more powerful. Damage is increased by |
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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. |