RC: resource cost BT: build time (unitless, maybe call it something special like Hirshelm) H: health (how much damage it can take before being destroyed) DM: damage ROF: Rate of fire Buildings don't have armor in the strict sense, so I take it when you say this you mean, "how much damage can it take?". I know it sound sound weird to talk about building "health" so that sounds good to me. CC RC: 30 BT: 35 H: 10000 IP RC: 15 BT: 22 H: 2000 Armory RC: 25 BT: 30 H: 2400 Adv. armory RC: 35 BT: 120 H: Same as armory Turret factory RC: 25 BT: 40 H: 3000 Adv. turret factory RC: 25 BT: 30 H: Same as turret factory Arms lab RC: 50 BT: 40 H: 2200 Prototype lab RC: 45 BT: 50 H: 2000 Observatory RC: 25 BT: 30 H: 1000 Phase gate RC: 20 BT: 30 H: 3500 Marine resource tower RC: 22 BT: 50 H: 5000 Knife: DM: 30 Pistol: DM: 20 MG: DM: 10 HMG: DM: 20 Clip: 150 Shotgun: DM: 16 per pellet, 10 pellets per shot Grenade launcher: DM: 200 at epicenter, falls off from there (range unknown) Clip: 6 Mine: DM: 100 at epicenter, falls off Clip: 5 Sentry turret: Can aim 30 degrees up and 30 degress down (60 degree FOV) DM: 27 Range: 800 ROF: .5 seconds + 0.0 to .2 seconds (random) Cost: 16 H: 1000 BT: 30 Siege turret: Range: 1250 Cost: 25 ROF: 1 shot per 5 seconds H: 2000 BT: 50 Heavy armor: Absorbs 95% of damage Bite: DM: 75 If a hive is destroyed, aliens lose 0 resources Skulk H: 70 Armor: 10/30 Leap: 4 damage each time he "touches" player while he's leaping (hard to make sense of, maybe omit) Xenocide: 400 damage at epicenter, falls off. Double damage vs. buildings. Gorge: H: 100 Armor: 50/75 Spit DM: 22 Healing spray: DM: 16 ROF: 1 "shot" every 1.6 seconds Lerk: H: 60 Armor: 50/75 Bite DM: 50 Spike DM: 16 Spores: DM: 36 Radius: 250 Fade: H: 200 Armor: 90/125 Swipe D: 80 Rocket D: 50 (falls off for splash) Bile bomb D: 80 (double vs. structures) Bile bomb radius: 500 Onos: H: 500 Armor: 150/200 Gore: 120 Charge: 10 damage each time he touches player or entity (like leap, kind of a meaningless number, maybe omit) Paralysis time: 6 seconds Carapace example, not sure about this number, make it up, test it out or omit Regeneration upgrade - Regens every 2 seconds - Heals 1 point at level 1, 2 points at level 2 and 3 points at level 3 Redemption upgrade - Only will fire when alien is at 40% health or less - Will never redeem you to a hive that's 500 range away or closer - I can't really give you any numbers here, they are unitless. Adrenaline: - Aliens within range of primal scream get energy back 60% faster. Screams don't "stack" (umbras don't stack either) - Aliens recover 8% of their energy per second. Each level of adrenaline increases this by 33% (so level 3 adrenaline would give adren back double speed, at 16% of the full amount per second) Celerity: - Each level increases speed by set amount. - This set amount varies from alien to alien. - These amounts are as follows: l1: 25 l2: 25 l3: 25 l4: 25 l5: 45 So a skulk with 2 levels of celerity moves at his base speed plus 2x25. The base speeds for the aliens are as follows: l1: 290 l2: 170 l3: 200 l4: 210 l5: Depends on galloping. The max is 350. (don't worry about documenting this yet, it's a bit weird and will likely be reworked or removed) So a skulk with 2 levels of celerity moves at 290 + 2x25 = 340 Silence: Sounds that are affected by silence are reduced in volume. Level/Percent volume 0/100 1/66 2/33 3/0 Enhanced sight. Oops, this isn't "Advanced Hive Sight" but enhanced "regular" sight. Each level of this ability makes enemy structures and entities glow brighter. It's currently a bit buggy though, as low levels of enhanced sight can make entities harder to see instead of easier. Scent of fear - If an enemy player or structure is at 33% of their full health or below, and is within range, they show up as a special type of entity on hive sight. level 1 - range 700 level 2 - range 1400 level 3 - range 2100