Natural Selection v2.1 Manual
Last Updated November 4th, 2003
Stats Updated ??? ??, ????

OVERVIEW

Natural Selection is a multiplayer-only Half-Life mod. In it, players join one of two very different teams:

The Frontiersmen - elite marines using advanced technology and weaponry to take back human ships and bases. Victory requires intense teamwork, and excellent tactics.

The Kharaa - ferocious alien creatures with amazing evolutionary and biological abilities, who hunt and destroy any and all intruders to their new territory. Victory requires skillful adaptation, and deadly combat proficiency.

GETTING STARTED

[Charlie writes about tech requirements, downloading]

GOALS (VICTORY)

To win, the Frontiersman must destroy all of the Kharaa and their ability to respawn. Kharaa respawn from hives. Each map has three potential hive locations. The Frontiersmen must destroy any active hives, and then hunt down any remaining Kharaa. When the last hive is destroyed, the Kharaa begin to die - though as long as there is one Kharaa out there with enough resources to build a new hive, the battle isn't over. When the last alien dies, the game ends.

The Kharaa must destroy all Frontiersmen and their ability to respawn. Marines respawn from infantry portals. Infantry portals can be built near any command console, in any quantity desired (though they cost resources -- typical numbers range from two to six). With the infantry portals destroyed, the aliens must prevent new ones from being built. There are two ways to accomplish this: by killing every Frontiersman, or by destroying all command consoles. As long as there is one marine, and one command console, the Frontiersmen have a chance to turn things around. When the last marine dies, the game ends.

STARTING CONDITIONS

The Frontiersmen begin the game at the Marine Base. This is the same location on each map. They start play with one resource collector and one command console. Note: until an infantry portal is built, marines won't be able to respawn. Starting weaponry for a Frontiersman is an LMG (light machine gun), pistol, and knife.

The Kharaa begin the game at their first hive, which is randomly selected from one of three fixed locations on each map. They start play with one active hive and one resource collector. Each Kharaa begins as a Skulk (for more information on the five species of Kharaa, see the Alien Species section).

THE POP-UP MENU

The pop-up menu is a quick and intuitive way to access commands for both teams. Knowing your way around the pop-up menu will save you time … and might just save your skin.

For the marines, it's used primarily for communication - asking for orders, urgent equipment requests, or reporting combat conditions. The advantage to using the pop-up menu for these tasks (as opposed to typed or voice communication) is that your requests pop up on the Commander's display, at your location. The pop-up menu can also be used for actions, like selecting and dropping weapons.

The Kharaa also use their pop-up menu to communicate with teammates; but it's also how you spend resources to build, evolve new abilities, and change species (see the Kharaa sections below for more info).

RESOURCES

Frontiersmen need resources so their commander can give them goodies like sentry turrets, grenade launchers, jetpacks, and armor upgrades. Kharaa need resources so they can create new hives, evolve abilities like cloaking, and scent of fear, and change into new species of Kharaa like the thundering Onos, or the winged Lerk. Both teams use resources when they build anything, or improve their capabilities. This makes securing resources the key to victory in all but the quickest of games.

The marines and aliens distribute resources in slightly different ways, and use them very differently. There are two methods of acquiring resources:

SOURCE MARINE REWARD   ALIEN REWARD
Killing an enemy player 1-3 random resources
to team
1-3 random resources
to killer
Resource tower 1 resource per 4 seconds
to team
1 resource per 4 seconds
split evenly among team-members

THE COMMANDER (AND FOLLOWING ORDERS)

At the heart of the marine deployment is the Commander. From inside his command chair he has a bird's eye view of the action - choosing what technology to research, deciding where to build, equipping and healing your team, and guiding the marines to victory. A team without a commander, or that doesn't work very closely with one, is almost always toast.

The Commander is in charge of spending the team resources. This means you'll be asking him for things fairly often (like health packs), but keep in mind: he can't give you something your team can't afford, or you haven't researched yet. And he's usually doing ten things at once - so while getting a shotgun might seem vital to you, it might not be as important as dropping health packs for the squad fighting for their lives in an enemy hive.

The Frontiersmen are at their best working together to carry out the Commander's orders. Following orders doesn't just lead to victory - it usually puts you where the action is, in the spots where the game is won or lost.

Any marine can become commander by stepping into the Command Console. There can only be one Commander at a time.

MARINE WEAPONS & EQUIPMENT

Your Commander can equip you with new weapons and gear by researching the appropriate tech (which costs resource points) and then dropping the new weapon for you (which also costs). Here's a list of the available weapons and gear:

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 units/shot Rate of fire: 10 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 units/pellet Rate of fire: 130 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 units/shot Rate of fire: 11 shots/sec
Clip size: 125 shots Max storage: 250 shots
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 units/shot Rate of fire: 120 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 units/shot Rate of fire: 20 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 units/sec Rate of fire: 65 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 change map features.
Damage: 4 units/sec Repair rate: 50 units/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 30 125 damage with a radius of 300.
Damage: 125 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 from 25 to 200. 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 per suit.

JETPACK :: Allows marines to deploy quickly, harass, and to stay out of harm's way of ground-based lifeforms. Can't be worn with Heavy Armor.
Cost: 15 resources per pack.
HEALTH PACK :: Adds up to 50 health to a wounded marine; won't cause the marine's health to exceed the starting value of 100.
Cost: 2 resources per pack.
AMMO PACK :: Adds one clip worth of ammunition to the marine's inventory. Automatically transforms itself into the appropriate ammunition type for the currently selected weapon. Only picked up if the marine can hold more and the weapon requires ammunition for use.
Cost: 1 resource per pack.

MARINE TECHNOLOGY & UPGRADES

The Commander can also research upgrades that effect all marines:

ARMS LAB UPGRADES
DAMAGE UPGRADES :: Three levels of upgrade that provide 10%/ 10%/ 10% increase to all marines, mines, sentries, seige cannons, etc.
Cost: 20/ 30/ 40 resources
Research time: 60/ 90/ 120 seconds
ARMOR UPGRADES :: Three levels of upgrade that give a 20%/ 40%/ 60% boost to the maximum armor of all marines.
Cost: 20/ 30/ 40 resources
Research time: 60/ 90/ 120 seconds
TECH LAB UPGRADES
JETPACK TECH :: This technology allows marines to be equipped with jetpacks. Once researched, jetpacks can 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 :: When this powerful upgrade is purchased, the commander and all marines see "blips" on their HUD where a moving enemy is detected, even through walls. Aliens can counter this effect by staying close to sensory chambers.
Cost: 35 resources
Research time: 100 seconds
DISTRESS BEACON :: The distress beacon sends an SOS signal to the orbiting dropship. When the signal is completed, the dropship reinforces the marine team (all dead marines respawn immediately). This is a last ditch safety measure that can be used from a functioning observatory.
Cost: 15 resources
Time to activate: 3 seconds
PHASE TECH :: Phase tech is a specialized nanite technology needed for construction of phase gates.
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 can be upgraded for siege capabilities. Once this upgrade completes, Automated Siege Cannons can be built within 400 units of the upgraded factory, allowing massive firepower versus enemy structures.
Cost: 15 resources
Research time: 15 seconds
ELECTRICAL DEFENSE :: Turret factories and resource nodes can be "electrified", providing automatic defense against smaller enemies. Up to 2 targets within a 120 unit range will be shocked at once.
Damage: 25 Rate of fire: 1 shock/sec
Cost: 30 resources Research time: 180 seconds

MARINE STRUCTURES

Researching new weapons and upgrades requires the building of structures. Structures also serve many other purposes, from defense to allowing travel across the map. Your Commander will place structures, but until you and your teammates build them, they will not be active. To build, get within touching distance and hold down your "use" key.

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 health
RESOURCE TOWER :: Allows the commander to tap a ship or base's raw nano-supplies, by constructing collection machines over resource nozzles. Adds 1 resource every 4 seconds.
Cost: 15 resources
Build time: 15 seconds
Health: 6000 health
INFANTRY PORTAL :: Allows marines to respawn after 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.
Cost: 20 resources
Build time: 10 seconds
Health: 2500 health
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 health
OBSERVATORY :: Reveals nearby enemies (even when cloaked), allows scanner sweeps, distress beacons, and research of motion tracking. 4 seconds. Scanner sweeps allow the commander to see cloaked aliens and structures in a 800 unit radius for a duration of 10 seconds.
Cost: 20 resources
Build time: 15 seconds
Health: 1700 health
PHASE GATE :: Allows marines to teleport between to distant areas on the map.
Cost: 15 resources
Build time: 12 seconds
Health: 3000 health
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 health
PROTOTYPE LAB :: Needed for jetpacks and heavy armor.
Cost: 40 resources
Build time: 20 seconds
Health: 4000 health
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. Can be electrified to provide further protection.
Cost: 10 resources
Build time: 13 seconds
Health: 3000 health
SENTRY TURRET :: Automatically acquires targets and fires at enemy players and structures. Needs a functioning turret factory nearby to continue working.
Damage: 10 health/shot Rate of fire: 666 shots/sec
Cost: 10 resources Build time: 7 seconds
Health: 1300 health
AUTOMATED SIEGE CANNON :: Stationary siege weapon that does tremendous damage to enemy structures (including hives). Can fire through walls but requires a marine spotter or scanner sweep to locate targets outside its field of view.
Damage: 165 health/shot Rate of fire: 666 shots/sec
Cost: 15 resources Build time: 10 seconds
Health: 2000 health

KHARAA BIOLOGY

[pic of hive, (active and inactive?)]

The Kharaa do not have a Commander - they have the Hive, and Gorges. Gorges are a species of Kharaa that can build chambers, and start new hives. Hives respawn dead aliens, and heal any aliens standing nearby. With every new active hive, all Kharaa species become more powerful, and gain access to new evolutionary abilities. Choosing your species and evolutions allows you to adapt and try different strategies over the course of a game.

KHARAA SPECIES

There are five species of Kharaa. All players spawn as Skulks. In order to evolve to different species, you'll need to spend resource points. If you have enough resources, you can change species as often as you like.

When you change species you'll cocoon into an egg, and a meter will show the remaining gestation time till you emerge as a different species. While gestating, you are helpless.

Each species lends itself to different roles in combat - all of them important. If you die and respawn, you lose your evolutions and revert to a Skulk - which makes the more powerful species more costly to lose.

KHARAA SPECIES
SKULK :: All-purpose combat and scouting class that can walk up walls and ceilings.
Cost: 2 resources Gestation Time: 7 seconds
Health: 70 health Armor: 20 armor
Speed: 290 units/sec
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 health Armor: 40 armor
Speed: 170 units/sec
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 health Armor: 30 armor
Speed: 250 units/sec
FADE :: Finesse attacking class.
ONOS :: Lets player lead the charge and do tremendous damage to groups of players.

Kharaa Chambers

Every active hive allows for one kind of chamber to be built (with the exception of offensive chambers and resource chambers, which can always be built). [Def Chamber - w/healing affect, and each one built allows another level of defensive evolutions, max 3] [Movement Chamber - w/adrenaline and transport affect, and each one built allows another level of movement evolutions, max 3] [Sensory Chamber - w/cloaking and hive site affect, and each one built allows another level of sensory evolutions, max 3] [Offensive Chamber - attacks like turret. No evolutionary impact.] [Resource Chamber - gathers res. No evolutionary impact.]

Kharaa Evolutions (Upgrades)

There are three categories of evolution: Defensive, Movement, and Sensory. To get all three, your team will need three active hives. You can only choose one evolution from each category. If you die and respawn, you can choose again. Evolving a new ability also requires gestation time, though far less than changing species. [list evolutions] Example of evolutions and chambers: at the start of the game, the Kharaa decide to go with Movement as their first type of evolution. A Gorge builds a movement chamber, and the movement icon flashes on each player's screen. For two resource points, the players can now use their pop-up menus to choose celerity, adrenaline, or redeem. Whichever they choose, it will only be at level 1 until someone builds another chamber. Movement chambers can now be built anywhere, for offensive or defensive purposes. When a second hive goes up, the team will then have to choose whether to go for Defense or Sensory chambers.

Hive sight

Where the marines have a Commander and upgrades like motion tracking, the Kharaa have hive sight. When you first play a Kharaa, turn slowly in a 360º circle. You'll see ghostly circles appear. Some will be your fellow Kharaa, on the other side of the wall, or the other side of the map. Others may be hives. You'll be able to see them move, and the rings will get larger or smaller with distance. This is your hive sight. You can also use hive sight to scout the enemy. Anything that one Kharaa sees, all see. Hive sight icons: [list of hive sight icons]

Waypoints

The Frontiersmen Commander uses waypoints to gather troops together, help them get around the map, and send lone marines or groups of them to important objectives. When you are given a waypoint, you'll hear a voice say "Move to your waypoint, soldier!" If you turn in a circle, you'll see the waypoint on your screen, looking like this: [pic of waypoint with random distance/room/order] A waypoint gives you its distance in kilometers from your current position, the name of the location on the map (unless it doesn't have one) and any orders associated with the waypoint (build/defend/etc). The distance will go down as you approach, and the waypoint icon will grow larger. If you're lost, or your Commander asks you to go somewhere you're unfamiliar with, ask for a waypoint.

Ammo and Health (Frontiersmen)

Frontiersmen can get ammo two ways - if the team has an armory, it will provide unlimited, free ammo. Just stand next to it and hit the use key. The commander can also drop ammo packs, but this costs resources. Frontiersmen can only be healed by health packs (which also cost resources), and only the commander can provide them. The only way to repair armor (and structures) is with a welder.

Ammo and Health (Kharaa)

Since the Kharaa's weapons are biological, they don't have to worry about ammo. They do have to watch their energy bar, however - when it's depleted they won't be able to attack. The adrenaline evolution, or standing next to a movement chamber increase how quickly energy renews. Kharaa are healed by standing next to a hive or defense chamber, or if a Gorge gives them a hit of healing spray. Finally, the defensive evolution regeneration allows an alien to heal itself. Healing restores health first, then armor.

Controls (ala CS manual, Charlie)

[list of controls]

Special pop-up commands

- Eject commander - Morphing - Ready room - Etc.

Minimap for both sides

[ ]

Commander interface (Charlie)

- Screenshot showing different symbols on UI - How to create squads/hotgroups - How use the keyboard shortcuts

Game options screen (Charlie)

- No screenshots needed, but description for each command

Console commands (includes multiplayer server options)

[ ]

Hints

- Marine and commander philosophy - Explain how aliens should deal with electrification

Version history (Charlie)