ns/releases/3.04/manual/Quick_Start_Guide_Tables.html
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<html><head><title>Natural Selection v2.1 Manual</title>
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<hr>
Sample of the date tag: <ns:date format="%B %d, %Y">November 21, 2003</ns:date><br>
Sample #2 of the date tag: <ns:date format="%m/%d/%y">11/21/03</ns:date>
<hr>
<table>
<tr>
<th colspan="4">THE NATURAL SELECTION SCORING SYSTEM</th>
</tr>
<tr>
<td class="label">MARINE ACTION</td>
<td class="label">REWARD</td>
<td class="label">ALIEN ACTION</td>
<td class="label">REWARD</td>
</tr>
<tr>
<td>Killing Skulk</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayer">1</ns:value></td>
<td>Killing Marine</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayer">1</ns:value></td>
</tr>
<tr>
<td>Killing Gorge</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerGorge">2</ns:value></td>
<td>Killing Jetpack Marine</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerJetpack">3</ns:value></td>
</tr>
<tr>
<td>Killing Lerk</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerLerk">3</ns:value></td>
<td>Killing Heavy Armor Marine</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerHA">4</ns:value></td>
</tr>
<tr>
<td>Killing Fade</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerFade">4</ns:value></td>
<td>Killing Sentry Turret</td>
<td style="text-align:center"><ns:value name="kScoringTurretValue">2</ns:value></td>
</tr>
<tr>
<td>Killing Onos</td>
<td style="text-align:center"><ns:value name="kScoringKillPlayerOnos">5</ns:value></td>
<td>Killing Automated Siege Cannon</td>
<td style="text-align:center"><ns:value name="kScoringSiegeValue">3</ns:value></td>
</tr>
<tr>
<td>Building Command Chair</td>
<td style="text-align:center"><ns:value name="kScoringCCValue">5</ns:value></td>
<td>Building Hive</td>
<td style="text-align:center"><ns:value name="kScoringHiveValue">5</ns:value></td>
</tr>
<tr>
<td>Building Resource Tower</td>
<td style="text-align:center"><ns:value name="kScoringResourceTowerValue">3</ns:value></td>
<td>Building Alien Resource Tower</td>
<td style="text-align:center"><ns:value name="kScoringResourceTowerValue">3</ns:value></td>
</tr>
<tr>
<td>Building Other Marine Structure</td>
<td style="text-align:center"><ns:value name="kScoringMarineBuildableValue">2</ns:value></td>
<td>Building Other Alien Structure</td>
<td style="text-align:center"><ns:value name="kScoringAlienUpgradeChamberValue">2</ns:value></td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="4">THE NATURAL SELECTION RESOURCE SYSTEM</th>
</tr>
<tr>
<td class="label">GAME ACTION</td>
<td nowrap="nowrap" class="label">MARINE REWARD</td>
<td nowrap="nowrap" class="label">ALIEN REWARD</td>
</tr>
<tr style="vertical-align: top;">
<td nowrap="nowrap">Killing an enemy player</td>
<td><ns:value name="kKillRewardMin">1</ns:value>-<ns:value name="kKillRewardMax">3</ns:value> random resources to your team</td>
<td><ns:value name="kKillRewardMin">1</ns:value>-<ns:value name="kKillRewardMax">3</ns:value> random resources to you</td>
</tr>
<tr style="vertical-align: top;">
<td>Resource tower</td>
<td><ns:value name="kFuncResourceInjectionAmount">1</ns:value> resource per <ns:value name="kFuncResourceInjectionTime">4</ns:value> seconds to your team</td>
<td><ns:value name="kFuncResourceInjectionAmount">1</ns:value> resource per <ns:value name="kFuncResourceInjectionTime">4</ns:value> seconds split evenly among all players on your team</td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="2">MARINE WEAPONS - SLOT 1</th>
</tr>
<tr>
<td><img src="quick_start_files/lmg.gif"></td>
<td><span class="label">LIGHT MACHINE GUN ::</span> Default weapon. Fair damage and range. Versatile and effective, more so in groups. Marines spawn with <ns:value name="kMarineSpawnClips">2</ns:value> clips of ammunition.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kMGDamage">10</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kMGROF">10.00</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> <ns:value name="kMGMaxClip">50</ns:value> bullets</td>
<td><span class="label">Max storage:</span> <ns:value name="kMGMaxAmmo">250</ns:value> bullets</td>
</tr>
<tr>
<td><span class="label">Cost:</span> N/A</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/shotgun.gif"></td>
<td><span class="label">SHOTGUN ::</span> Deadly at close range. Fires <ns:value name="kSGBulletsPerShot">10</ns:value> pellets per shot.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kSGDamage">17</ns:value> hp/pellet</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kSGROF">0.77</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> <ns:value name="kSGMaxClip">8</ns:value> shots</td>
<td><span class="label">Max storage:</span> <ns:value name="kSGMaxAmmo">40</ns:value> shots</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kShotgunCost">10</ns:value> resources</td>
<td><span class="label">Requires:</span> Armory</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/hmg.gif"></td>
<td><span class="label">HEAVY MACHINE GUN ::</span> Not as accurate as the Machine Gun, but twice the punch and a bigger clip.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kHMGDamage">20</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kHMGROF">9.09</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> <ns:value name="kHMGMaxClip">125</ns:value> bullets</td>
<td><span class="label">Max storage:</span> <ns:value name="kHMGMaxAmmo">250</ns:value> bullets</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kHMGCost">15</ns:value> resources</td>
<td><span class="label">Requires:</span> Advanced Armory</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/grenade_launcher.gif"></td>
<td><span class="label">GRENADE LAUNCHER ::</span> Used for groups of enemies or structures. Grenades explode on contact with an enemy or after <ns:value name="kGrenDetonateTime">4</ns:value> seconds with a radius of <ns:value name="kGrenadeRadius">350</ns:value> units.
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<td><span class="label">Damage:</span> <ns:value name="kGrenadeDamage">125</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kGGROF">0.83</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> <ns:value name="kGGMaxClip">4</ns:value> shots</td>
<td><span class="label">Max storage:</span> <ns:value name="kGGMaxAmmo">30</ns:value> shots</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kGrenadeLauncherCost">20</ns:value> resources</td>
<td><span class="label">Requires:</span> Advanced Armory</td>
</tr>
</table>
</td>
</tr>
<tr>
<th colspan="2">MARINE WEAPONS - SLOT 2</th>
</tr>
<tr>
<td><img style="text-align: center;" src="quick_start_files/pistol.gif"></td>
<td><span class="label">PISTOL ::</span> Default secondary weapon. Good accuracy and power, small clip. Marines spawn with <ns:value name="kMarineSpawnClips">2</ns:value> clips of ammunition.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kHGDamage">20</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kHGROF">5.00</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> <ns:value name="kHGMaxClip">10</ns:value> shots</td>
<td><span class="label">Max storage:</span> <ns:value name="kHGMaxAmmo">30</ns:value> shots</td>
</tr>
<tr>
<td><span class="label">Cost:</span> N/A</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
<tr>
<th colspan="2">MARINE WEAPONS - SLOT 3</th>
</tr>
<tr>
<td><img src="quick_start_files/knife.gif"></td>
<td><span class="label">KNIFE ::</span> Last ditch weapon when marines run out of ammo or want to conserve it.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kKNDamage">30</ns:value> hp/slash</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kKNROF">1.54</ns:inverse> slashes/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> N/A</td>
<td><span class="label">Max storage:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Cost:</span> N/A</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
<tr>
<th colspan="2">MARINE WEAPONS - SLOT 4</th>
</tr>
<tr>
<td><img style="text-align: center;" src="quick_start_files/welder.gif"></td>
<td><span class="label">WELDER ::</span> 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.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kWelderDamage">4</ns:value> hp/sec</td>
<td><span class="label">Repair rate:</span> <ns:value name="kWelderRepairRate">50</ns:value> hp/sec</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> unlimited</td>
<td><span class="label">Max storage:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kWelderCost">5</ns:value> resources</td>
<td><span class="label">Requires:</span> Armory</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img style="text-align: center;" src="quick_start_files/mine.gif"></td>
<td><span class="label">MINES ::</span> Trip mine/land mine used for defense. Mines explode on contact with an enemy or after absorbing <ns:value name="kMineHealth">30</ns:value> hp of damage with a radius of <ns:value name="kMineRadius">300</ns:value> units.
<table class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kMineDamage">125</ns:value> hp</td>
<td><span class="label">Rate of fire:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Clip size:</span> N/A</td>
<td><span class="label">Max storage:</span> <ns:value name="kMineMaxAmmo">5</ns:value> mines</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kMineCost">10</ns:value> resources for <ns:value name="kMineMaxAmmo">5</ns:value></td>
<td><span class="label">Requires:</span> Armory</td>
</tr>
</table>
</td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="2">MARINE ARMOR AND EQUIPMENT</th>
</tr>
<tr>
<td><img src="quick_start_files/heavy.gif"></td>
<td style="width: 100%;"><p><span class="label">HEAVY ARMOR ::</span> Raises the armor of a marine to <ns:value name="kMarineBaseHeavyArmor">200</ns:value> hp. The armor's extra bulk slows the marine slightly, causing him to move at <ns:percent name="kHeavySpeedMultiplier">95%</ns:percent> of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit.<br>
<span class="label">Cost:</span> <ns:value name="kHeavyArmorCost">15</ns:value> resources<br>
<span class="label">Duration:</span> for the marine's lifetime</p></td>
</tr>
<tr>
<td><img src="quick_start_files/jetpack.gif"></td>
<td><span class="label">JETPACK ::</span> 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.<br>
<span class="label">Cost:</span> <ns:value name="kJetpackCost">15</ns:value> resources<br>
<span class="label">Duration:</span> for the marine's lifetime</td>
</tr>
<tr>
<td><img src="quick_start_files/catalyst.gif"></td>
<td><span class="label">CATALYST PACK ::</span> Boosts the metabolism of a marine, hurting him in the process. The marine gains a <ns:percent name="kCatalystSpeedIncrease">25%</ns:percent> bonus to speed and fires his weapons <ns:percent name="kCatalystSpeedIncrease">25%</ns:percent> faster, but loses <ns:percent name="kCatalystDamagePercent">25%</ns:percent> of his total health. A marine can't die from using a cat pack.<br>
<span class="label">Cost:</span> <ns:value name="kCatalystCost">4</ns:value> resources<br>
<span class="label">Duration:</span> <ns:value name="kCatalystDuration">8</ns:value> seconds</td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="2">ARMS LAB UPGRADES</th>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_e_animated.gif"></td>
<td><span class="label">DAMAGE UPGRADES ::</span> Three levels of upgrade that provide <ns:percent name="kWeaponDamageLevelOne">10%</ns:percent>, <ns:percent name="kWeaponDamageLevelTwo">20%</ns:percent>, and <ns:percent name="kWeaponDamageLevelThree">30%</ns:percent> increases to the standard damage of all marine weapons, mines, turrets, and siege cannons.<br>
<span class="label">Cost:</span> <ns:value name="kWeaponsOneResearchCost">20</ns:value>/<ns:value name="kWeaponsTwoResearchCost">30</ns:value>/<ns:value name="kWeaponsThreeResearchCost">40</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kWeaponsOneResearchTime">60</ns:value>/<ns:value name="kWeaponsTwoResearchTime">90</ns:value>/<ns:value name="kWeaponsThreeResearchTime">120</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_f_animated.gif"></td>
<td><span class="label">ARMOR UPGRADES ::</span> Three levels of upgrade that give a <ns:percent name="kMarineArmorLevelOne">20%</ns:percent>, <ns:percent name="kMarineArmorLevelTwo">40%</ns:percent>, and <ns:percent name="kMarineArmorLevelThree">60%</ns:percent> boost to the maximum armor of all marines.<br>
<span class="label">Cost:</span> <ns:value name="kArmorOneResearchCost">20</ns:value>/<ns:value name="kArmorTwoResearchCost">30</ns:value>/<ns:value name="kArmorThreeResearchCost">40</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kArmorOneResearchTime">60</ns:value>/<ns:value name="kArmorTwoResearchTime">90</ns:value>/<ns:value name="kArmorThreeResearchTime">120</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_l.gif"></td>
<td><span class="label">CATALYSTS ::</span> This technology allows the commander to drop catalyst packs anywhere on the map.<br>
<span class="label">Cost:</span> <ns:value name="kCatalystResearchCost">20</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kCatalystResearchTime">40</ns:value> seconds</td>
<tr>
<th colspan="2">TECH LAB UPGRADES</th>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_b.gif"></td><td><span class="label">JETPACK TECH ::</span> Once researched, this technology allows jetpacks to be constructed within <ns:value name="kArmorDropRange">300</ns:value> units of any prototype lab.<br>
<span class="label">Cost:</span> <ns:value name="kJetpacksResearchCost">35</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kJetpacksResearchTime">50</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_c.gif"></td><td><span class="label">HEAVY TECH ::</span> This technology is required before heavy armor can be purchased. Once complete, heavy armor can be constructed within <ns:value name="kArmorDropRange">300</ns:value> units of any prototype lab.<br>
<span class="label">Cost:</span> <ns:value name="kHeavyArmorResearchCost">40</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kHeavyArmorResearchTime">100</ns:value> seconds</td>
</tr>
<tr>
<th colspan="2">OBSERVATORY UPGRADES</th>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_a.gif"></td><td><span class="label">MOTION TRACKING ::</span> 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.<br>
<span class="label">Cost:</span> <ns:value name="kMotionTrackingResearchCost">35</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kMotionTrackingResearchTime">100</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_i.gif"></td><td><span class="label">DISTRESS BEACON ::</span> 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.<br>
<span class="label">Cost:</span> <ns:value name="kDistressBeaconCost">15</ns:value> resources<br>
<span class="label">Time to activate:</span> <ns:value name="kDistressBeaconTime">3</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_j.gif"></td><td><span class="label">PHASE TECH ::</span> Phase tech is a specialized nanite technology needed for the construction of phase gates (see Marine Structures).<br>
<span class="label">Cost:</span> <ns:value name="kPhaseTechResearchCost">15</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kPhaseTechResearchTime">45</ns:value> seconds</td>
</tr>
<tr>
<th colspan="2">ARMORY UPGRADES</th>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_k.gif"></td><td><span class="label">ADVANCED ARMORY ::</span> 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 <ns:value name="kArmoryBuildDistance">300</ns:value> units of the armory.<br>
<span class="label">Cost:</span> <ns:value name="kArmoryUpgradeCost">30</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kArmoryUpgradeTime">180</ns:value> seconds</td>
</tr>
<tr>
<th colspan="2">TURRET FACTORY UPGRADES</th>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_h.gif"></td><td><span class="label">SIEGE UPGRADE ::</span> Turret factories must be be upgraded, before siege cannons can be built. Once this upgrade completes, Siege Cannons can be built within <ns:value name="kTurretFactoryBuildDistance">400</ns:value> units of the structure.<br>
<span class="label">Cost:</span> <ns:value name="kTurretFactoryUpgradeCost">15</ns:value> resources<br>
<span class="label">Research time:</span> <ns:value name="kTurretFactoryUpgradeTime">15</ns:value> seconds</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_g.gif"></td><td><span class="label">ELECTRICAL DEFENSE ::</span> An electric field that protects turret factories and resource nodes by shocking up to <ns:value name="kElectricalMaxTargets">2</ns:value> enemies at once within a <ns:value name="kElectricalRange">200</ns:value> unit range.
<table style="margin-bottom: 0px;" class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kElectricalDamage">25</ns:value> hp</td>
<td><span class="label">Rate of fire:</span> 1.00 shock/sec</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kArmoryUpgradeCost">30</ns:value> resources</td>
<td><span class="label">Research time:</span> <ns:value name="kArmoryUpgradeTime">180</ns:value> seconds</td>
</tr>
</table>
</td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="2">BASIC MARINE STRUCTURES</th>
</tr>
<tr>
<td><img src="quick_start_files/command_console.gif"></td>
<td><span class="label">COMMAND CONSOLE ::</span> 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.<br>
<span class="label">Cost:</span> <ns:value name="kCommandStationCost">20</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kCommandStationBuildTime">15</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kCommandStationHealth">10000</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/res_tower.gif"></td>
<td><span class="label">RESOURCE TOWER ::</span> Allows the commander to tap a ship or base's raw nano-supplies. Can only be constructed over resource nozzles. Each tower adds <ns:value name="kFuncResourceInjectionAmount">1</ns:value> resource every <ns:value name="kFuncResourceInjectionTime">4</ns:value> seconds.<br>
<span class="label">Cost:</span> <ns:value name="kResourceTowerCost">15</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kResourceTowerBuildTime">15</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kResourceTowerHealth">6000</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/inf_portal.gif"></td>
<td><span class="label">INFANTRY PORTAL ::</span> 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 <ns:value name="kCommandStationBuildDistance">400</ns:value> units of a command console. Note: the marines do <u>not</u> start play with any infantry portals.<br>
<span class="label">Cost:</span> <ns:value name="kInfantryPortalCost">20</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kInfantryPortalBuildTime">10</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kInfantryPortalHealth">2500</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/armory.gif"></td>
<td><span class="label">ARMORY ::</span> Dispenses "free" ammo for a marine's active weapon, and allows weapon construction within <ns:value name="kArmoryBuildDistance">300</ns:value> units. Can be upgraded to an advanced armory for heavier weapons.<br>
<span class="label">Cost:</span> <ns:value name="kArmoryCost">10</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kArmoryBuildTime">15</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kArmoryHealth">2400</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/observatory.gif"></td>
<td><span class="label">OBSERVATORY ::</span> 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 <ns:value name="kScanRadius">800</ns:value> unit radius from the origin of the sweep, for a duration of <ns:value name="kScanDuration">10</ns:value> seconds.<br>
<span class="label">Cost:</span> <ns:value name="kObservatoryCost">20</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kObservatoryBuildTime">15</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kObservatoryHealth">1700</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/phase_gate.gif"></td>
<td><span class="label">PHASE GATE ::</span> 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 ( <span class="todo">[ ]</span> default setting).<br>
<span class="label">Cost:</span> <ns:value name="kPhaseGateCost">15</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kPhaseGateBuildTime">12</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kPhaseGateHealth">3000</ns:value> hp</td>
</tr>
<tr>
<th colspan="2">RESEARCH STRUCTURES</th>
</tr>
<tr>
<td><img src="quick_start_files/arms_lab.gif"></td><td><span class="label">ARMS LAB ::</span> Taps local resources to allow three levels of weapons and armor upgrades.<br>
<span class="label">Cost:</span> <ns:value name="kArmsLabCost">25</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kArmsLabBuildTime">19</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kArmsLabHealth">2200</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/proto_lab.gif"></td><td><span class="label">PROTOTYPE LAB ::</span> Allows the research of advanced, cuttinge edge technology - presently jetpacks and heavy armor.<br>
<span class="label">Cost:</span> <ns:value name="kPrototypeLabCost">40</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kPrototypeLabBuildTime">20</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kPrototypeLabHealth">4000</ns:value> hp</td>
</tr>
<tr>
<th colspan="2">DEFENSIVE STRUCTURES</th>
</tr>
<tr>
<td><img src="quick_start_files/turret_factory.gif"></td><td><span class="label">TURRET FACTORY ::</span> Allows sentry turrets (automated gun emplacements) to be built for base and perimeter defense. Turrets must be placed within <ns:value name="kTurretFactoryBuildDistance">400</ns:value> units of a factory. The Electrical Defense upgrade protects turret factories.<br>
<span class="label">Cost:</span> <ns:value name="kTurretFactoryCost">10</ns:value> resources<br>
<span class="label">Build time:</span> <ns:value name="kTurretFactoryBuildTime">13</ns:value> seconds<br>
<span class="label">Health:</span> <ns:value name="kTurretFactoryHealth">3000</ns:value> hp</td>
</tr>
<tr>
<td><img src="quick_start_files/sentry.gif"></td><td><span class="label">SENTRY TURRET ::</span> 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.<br>
<table style="margin-bottom: 0px;" class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kSentryDamage">10</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kTurretBaseRateOfFire">1.43</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kSentryCost">10</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kSentryBuildTime">7</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kSentryHealth">1300</ns:value> hp</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/siege.gif"></td><td><span class="label">AUTOMATED SIEGE CANNON ::</span> 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.<br>
<table style="margin-bottom: 0px;" class="stattable">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kSiegeDamage">165</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <ns:inverse name="kSiegeROF">0.25</ns:inverse> shots/sec</td>
</tr>
<tr>
<td><span class="label">Cost:</span> <ns:value name="kSiegeCost">15</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kSiegeBuildTime">10</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kSiegeHealth">2000</ns:value> hp</td>
<td></td>
</tr>
</table>
</td>
</tr>
</table>
<hr>
<table>
<tr>
<th colspan="2">ALIEN SPECIES</th>
</tr>
<tr>
<td style="padding-bottom:0px"><img src="quick_start_files/skulk.gif"></td><td><span class="label">SKULK ::</span> All-purpose combat and scouting class that can walk up walls and ceilings.
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Cost:</span> <ns:value name="kSkulkCost">2</ns:value> resources</td>
<td><span class="label">Gestation Time:</span> <ns:value name="kSkulkGestateTime">7</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kSkulkHealth">70</ns:value> hp</td>
<td><span class="label">Armor:</span> <ns:value name="kSkulkBaseArmor">20</ns:value> hp</td>
</tr>
<tr>
<td><span class="label">Speed:</span> <ns:value name="kSkulkBaseSpeed">290</ns:value> units/sec</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="2">
<table style="margin:0px;margin-left:0.75cm">
<tr>
<td><img src="quick_start_files/attack_bite.gif"></td>
<td>Using its powerful jaws, the skulk can cause major damage point blank range<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kBiteDamage">75</ns:value> hp/bite</td>
<td><span class="label">Rate of Fire:</span> ?? bites/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
</tr>
<tr>
<td><img src="quick_start_files/attack_parasite.gif"></td>
<td>A live tracking device that shows marine player and building positions on hive sight once the skulk spits it on a target<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kParasiteDamage">10</ns:value> hp/shot</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 1 Hive</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_leap.gif"></td>
<td>The skulk can jump large distances quickly to close on its prey<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kLeapDamage">80</ns:value> hp/hit</td>
<td><span class="label">Rate of Fire:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 2 Hives</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_xenocide.gif"></td>
<td>An explosion of flesh and bone, killing the skulk and blasting everything within a radius of ?? units<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> ?? hp</td>
<td><span class="label">Rate of Fire:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 3 Hives</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/gorge.gif"></td><td><span class="label">GORGE ::</span> Builder and "medic" class. Determines team strategy by choosing which structures to build and when.
<table class="stattable">
<tr>
<td><span class="label">Cost:</span> <ns:value name="kGorgeCost">10</ns:value> resources</td>
<td><span class="label">Gestation Time:</span> <ns:value name="kGorgeGestateTime">17</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kGorgeHealth">150</ns:value> hp</td>
<td><span class="label">Armor:</span> <ns:value name="kGorgeBaseArmor">40</ns:value> hp</td>
</tr>
<tr>
<td><span class="label">Speed:</span> <ns:value name="kGorgeBaseSpeed">170</ns:value> units/sec</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="2">
<table style="margin:0px;margin-left:0.75cm">
<tr>
<td><img src="quick_start_files/attack_spit.gif"></td>
<td>Goo projectiles that can harass an enemy<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kSpitGDamage">25</ns:value> hp/shot</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
</tr>
<tr>
<td><img src="quick_start_files/attack_health_spray.gif"></td>
<td>A mist that heals alien players and structures while hurting marines and their equipment<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kHealingSprayDamage">16</ns:value> hp/shot</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 1 Hive</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_bile_bomb.gif"></td>
<td>Acid artillery that explodes in a <ns:value name="kBileBombRadius">200</ns:value> unit radius and does double damage against marine structures<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kBileBombDamage">200</ns:value> hp/hit</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 2 Hives</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_web.gif"></td>
<td>Strung between walls, these strands cause marine equipment to fail and enemy movement to slow to a crawl for ?? seconds<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> N/A</td>
<td><span class="label">Rate of Fire:</span> ??</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 3 Hives</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/lerk.gif"></td><td><span class="label">LERK ::</span> 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.
<table class="stattable">
<tr>
<td><span class="label">Cost:</span> <ns:value name="kLerkCost">30</ns:value> resources</td>
<td><span class="label">Gestation Time:</span> <ns:value name="kLerkGestateTime">28</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kLerkHealth">125</ns:value> hp</td>
<td><span class="label">Armor:</span> <ns:value name="kLerkBaseArmor">30</ns:value> hp</td>
</tr>
<tr>
<td><span class="label">Speed:</span> <ns:value name="kLerkBaseSpeed">200</ns:value> units/sec</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="2">
<table style="margin:0px;margin-left:0.75cm">
<tr>
<td><img src="quick_start_files/attack_lerk_bite.gif"></td>
<td>Using its powerful jaws, the lerk can cause major damage point blank range<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kBite2Damage">60</ns:value> hp/bite</td>
<td><span class="label">Rate of Fire:</span> ?? bites/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
</tr>
<tr>
<td><img src="quick_start_files/attack_spores.gif"></td>
<td>A choking gas cloud with a ?? second duration that damages normal and jetpack marines in a ?? unit radius<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kSporeDamage">7</ns:value> hp/?? seconds</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 1 Hive</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_umbra.gif"></td>
<td>A cloud that blocks marine bullets, stopping ??% of the incoming shots from hurting aliens in a ?? unit radius for <ns:value name="kUmbraCloudDuration">3</ns:value> seconds<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kLeapDamage">80</ns:value> hp/hit</td>
<td><span class="label">Rate of Fire:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 2 Hives</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><span class="todo">lerk version of primal scream image</span></td>
<td>A loud scream that drives the aliens around it into a frenzy, increasing their attack speed by <ns:percent name="kPrimalScreamDamageModifier">30%</ns:percent>, their attack damage by <ns:percent name="kPrimalScreamDamageModifier">30%</ns:percent>, and their available energy by <ns:percent name="kPrimalScreamEnergyFactor">60%</ns:percent> for <ns:value name="kPrimalScreamDuration">??</ns:percent> seconds<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> N/A</td>
<td><span class="label">Rate of Fire:</span> ??</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 3 Hives</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/fade.gif"></td><td><span class="label">FADE ::</span> Finesse attacking class.<br>
<table class="stattable">
<tr>
<td><span class="label">Cost:</span> <ns:value name="kFadeCost">60</ns:value> resources</td>
<td><span class="label">Gestation Time:</span> <ns:value name="kFadeGestateTime">23</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kFadeHealth">250</ns:value> hp</td>
<td><span class="label">Armor:</span> <ns:value name="kFadeBaseArmor">100</ns:value> hp</td>
</tr>
<tr>
<td><span class="label">Speed:</span> <ns:value name="kFadeBaseSpeed">240</ns:value> units/sec</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="2">
<table style="margin:0px;margin-left:0.75cm">
<tr>
<td><img src="quick_start_files/attack_slash.gif"></td>
<td>SLASH<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> <ns:value name="kClawsDamage">90</ns:value> hp/bite</td>
<td><span class="label">Rate of Fire:</span> ?? bites/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> N/A</td>
</tr>
</table>
</td>
</tr>
</tr>
<tr>
<td><img src="quick_start_files/attack_blink.gif"></td>
<td>BLINK<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> N/A</td>
<td><span class="label">Rate of Fire:</span> ?? blinks/sec</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 1 Hive</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_metabolize.gif"></td>
<td>The fade speeds up its metabolism, healing itself for <ns:value name="kMetabolizeHealAmount">??<ns:value> hp<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> N/A </td>
<td><span class="label">Rate of Fire:</span> ??</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 2 Hives</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/attack_acid_rocket.gif"></td>
<td>ACID ROCKET (mention splash radius)<br>
<table class="stattable" style="margin-bottom:0px">
<tr>
<td><span class="label">Damage:</span> ?? hp</td>
<td><span class="label">Rate of Fire:</span> N/A</td>
</tr>
<tr>
<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 3 Hives</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td><img src="quick_start_files/onos.gif"></td><td><span class="label">ONOS ::</span> Lets player lead the charge and do tremendous damage to groups of players.<br>
<table class="stattable">
<tr>
<td><span class="label">Cost:</span> <ns:value name="kOnosCost">100</ns:value> resources</td>
<td><span class="label">Gestation Time:</span> <ns:value name="kOnosGestateTime">38</ns:value> seconds</td>
</tr>
<tr>
<td><span class="label">Health:</span> <ns:value name="kOnosHealth">500</ns:value> hp</td>
<td><span class="label">Armor:</span> <ns:value name="kOnosBaseArmor">400</ns:value> hp</td>
</tr>
<tr>
<td><span class="label">Speed:</span> <ns:value name="kOnosBaseSpeed">225</ns:value> units/sec</td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td colspan="2">
<table style="margin:0px;margin-left:0.75cm">
<tr>
<td><img src="quick_start_files/attack_gore.gif"></td>
<td>GORE<br>
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<td><span class="label">Damage:</span> <ns:value name="kBiteDamage">75</ns:value> hp/bite</td>
<td><span class="label">Rate of Fire:</span> ?? bites/sec</td>
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<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> N/A</td>
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</td>
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<td><img src="quick_start_files/attack_devour.gif"></td>
<td>The Onos swallows a marine whole, removing them from the fight while they are slowly digested<br>
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<td><span class="label">Damage:</span> <ns:value name="kDevourDamage">3</ns:value> hp/shot</td>
<td><span class="label">Rate of Fire:</span> ?? shots/sec</td>
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<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 1 Hive</td>
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</td>
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<td><img src="quick_start_files/attack_stomp.gif"></td>
<td>By pounding the floor, the Onos can stun marines in a <ns:value name="kStompRadius">??<ns:value> unit radius for <ns:value name="kStompTime">2.00</ns:value> seconds<br>
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<td><span class="label">Damage:</span> N/At</td>
<td><span class="label">Rate of Fire:</span> N/A</td>
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<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 2 Hives</td>
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<td><img src="quick_start_files/attack_charge.gif"></td>
<td>CHARGE<br>
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<td><span class="label">Damage:</span> <ns:value name="kChargeDamage">320</ns:value> hp</td>
<td><span class="label">Rate of Fire:</span> ??</td>
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<td><span class="label">Energy Cost:</span> ?? units</td>
<td><span class="label">Requires:</span> 3 Hives</td>
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</td>
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</td>
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<th colspan="2">ALIEN CHAMBERS</th>
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<td><img src="quick_start_files/hive.gif"></td><td><span class="label">HIVE ::</span> Aliens need a hive to spawn. Each hive unlocks a new ability for each alien. Any alien standing within <ns:value name="kHiveHealRadius">500</ns:value> units of a hive is automatically healed for <ns:value name="kHivePlayerRegenerationAmount">20</ns:value> hp per second.<br>
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<td><span class="label">Cost:</span> <ns:value name="kHiveCost">40</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kHiveBuildTime">180</ns:value> seconds</td>
</tr>
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<td><span class="label">Health:</span> <ns:value name="kHiveHealth">7000</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kHiveRegenerationAmount">2</ns:value> hp/second</td>
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</td></tr>
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<td><img src="quick_start_files/res_chamber.gif"></td><td><span class="label">RESOURCE TOWER ::</span> Gathers <ns:value name="kFuncResourceInjectionAmount">1</ns:value> resource every <ns:value name="kFuncResourceInjectionTime">4</ns:value> seconds, splitting it evenly among team members.<br>
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<td><span class="label">Cost:</span> <ns:value name="kAlienResourceTowerCost">15</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kAlienResourceTowerBuildTime">20</ns:value> seconds</td>
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<td><span class="label">Health:</span> <ns:value name="kAlienResourceTowerHealth">2500</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kOrganicStructureHealRate">5</ns:value> hp/second</td>
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</td></tr>
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<td><img src="quick_start_files/def_chamber.gif"></td><td><span class="label">DEFENSE CHAMBER ::</span> Provides defensive upgrades and heals up to three chambers or aliens within <span class="todo">??</span> units for <span class="todo">10</span> hp per second.<br>
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<td><span class="label">Cost:</span> <ns:value name="kDefenseChamberCost">10</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kDefenseChamberBuildTime">20</ns:value> seconds</td>
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<td><span class="label">Health:</span> <ns:value name="kDefenseChamberHealth">1200</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kOrganicStructureHealRate">5</ns:value> hp/second</td>
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</td></tr>
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<td><img src="quick_start_files/mov_chamber.gif"></td><td><span class="label">MOVEMENT CHAMBER ::</span> Provides movement upgrades and energizes aliens within <ns:value name="kMovementChamberEnergyRange">400</ns:value> units for <ns:percent name="kMovementChamberEnergyAmount">10%</ns:percent> of their total energy every <span class="todo">2</span> seconds.<br>
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<td><span class="label">Cost:</span> <ns:value name="kMovementChamberCost">10</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kMovementChamberBuildTime">12</ns:value> seconds</td>
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<td><span class="label">Health:</span> <ns:value name="kMovementChamberHealth">1000</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kOrganicStructureHealRate">5</ns:value> hp/second</td>
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</table>
</td></tr>
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<td><img src="quick_start_files/sens_chamber.gif"></td><td><span class="label">SENSORY CHAMBER ::</span> Provides sensory upgrades, and cloaks aliens and chambers within <ns:value name="kSensoryChamberRange">750</ns:value> units.<br>
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<td><span class="label">Cost:</span> <ns:value name="kSensoryChamberCost">10</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kSensoryChamberBuildTime">14</ns:value> seconds</td>
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<td><span class="label">Health:</span> <ns:value name="kSensoryChamberHealth">800</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kOrganicStructureHealRate">5</ns:value> hp/second</td>
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</td></tr>
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<td><img src="quick_start_files/off_chamber.gif"></td><td><span class="label">OFFENSE CHAMBER ::</span> Attacks enemy players and structures when built.<br>
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<td><span class="label">Cost:</span> <ns:value name="kOffenseChamberCost">10</ns:value> resources</td>
<td><span class="label">Build time:</span> <ns:value name="kOffenseChamberBuildTime">11</ns:value> seconds</td>
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<td><span class="label">Health:</span> <ns:value name="kOffenseChamberHealth">1000</ns:value> hp</td>
<td><span class="label">Regen Rate:</span> <ns:value name="kOrganicStructureHealRate">5</ns:value> hp/second</td>
</tr>
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<td><span class="label">Damage:</span> <ns:value name="kOffenseChamberDamage">20</ns:value> hp/shot</td>
<td><span class="label">Rate of fire:</span> <span class="todo">??</span> shots/second</td>
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</table>
</td></tr>
</table>
<hr>
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<tr>
<th colspan="2">DEFENSIVE EVOLUTIONS</th>
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<tr>
<td><img src="quick_start_files/upgrade_icon_0.gif"></td><td><span class="label">CARAPACE ::</span> Toughens alien hides, adding the armor amounts shown<br>
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<td><span class="label">Skulk Armor Bonus:</span> <ns:value name="kSkulkArmorUpgrade">20</ns:value> hp/level</td>
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<td><span class="label">Gorge Armor Bonus:</span> <ns:value name="kGorgeArmorUpgrade">50</ns:value> hp/level</td>
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<td><span class="label">Lerk Armor Bonus:</span> <ns:value name="kLerkArmorUpgrade">30</ns:value> hp/level</td>
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<td><span class="label">Fade Armor Bonus:</span> <ns:value name="kFadeArmorUpgrade">100</ns:value> hp/level</td>
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<td><span class="label">Onos Armor Bonus:</span> <ns:value name="kOnosArmorUpgrade">150</ns:value> hp/level</td>
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</td>
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<tr>
<td><img src="quick_start_files/upgrade_icon_2.gif"></td><td><span class="label">REDEMPTION ::</span> Adds a <span class="todo">??%</span> per level chance that an alien under <span class="todo">??%</span> percent health will teleport to the hive farthest when hurt to avoid death.</td>
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<td><img src="quick_start_files/upgrade_icon_1.gif"></td><td><span class="label">REGENERATION ::</span> Allows aliens that have been hurt to regain <ns:percent name="kAlienRegenerationPercentage">3%</ns:percent> of their health per level every <span class="todo">??</span> seconds.</td>
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<th colspan="2">MOVEMENT EVOLUTIONS</th>
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<tr>
<td><img src="quick_start_files/upgrade_icon_7.gif"></td><td><span class="label">ADRENALINE ::</span> Boosts the rate at which the alien regains energy. The boost is <span class="todo">8%</span> at level one, <span class="todo">12%</span> at level one, and <span class="todo">16%</span> at level three.</td>
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<td><img src="quick_start_files/upgrade_icon_6.gif"></td><td><span class="label">CELERITY ::</span> Causes the alien to move <ns:value name="kAlienCelerityBonus">25</ns:value> units/second faster per level.</td>
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<tr>
<td><img src="quick_start_files/upgrade_icon_8.gif"></td><td><span class="label">SILENCE ::</span> Reduces the volume of alien player sounds with each upgrade. The relative volume of alien sounds drops to <ns:percent name="kSilenceLevel1Volume">50%</ns:percent> at level one, <ns:percent name="kSilenceLevel2Volume">15%</ns:percent> at level two, and <ns:percent name="kSilenceLevel3Volume">0%</ns:percent> at level three.</td>
</tr>
<tr>
<th colspan="2">SENSORY EVOLUTIONS</th>
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<tr>
<td><img src="quick_start_files/upgrade_icon_9.gif"></td><td><span class="label">CLOAKING ::</span> Reduces the opacity of players when they haven't moved in <ns:value name="kCloakTime">??<ns:value> seconds, making them harder to see. The relative visiblity of alien player models drops to <span class="todo">??%</span> at level one, <span class="todo">??%</span> at level two, and <span class="todo">??%</span> at level three.</td>
</tr>
<tr>
<td><span class="todo">focus icon</span></td><td><span class="label">FOCUS ::</span> Slows down slot 1 alien attacks while making them more powerful. Damage is increased by <ns:value name="kFocusDamageUpgradePercentPerLevel">0.33</ns:value>% and rate of fire is reduced by <ns:value name="kFocusROFPercentSlowdownPerLevel">0.50</ns:value> for each level.</td>
</tr>
<tr>
<td><img src="quick_start_files/upgrade_icon_11.gif"></td><td><span class="label">SCENT OF FEAR ::</span> Allows the alien to detect any injured marines on hive sight. The distance increases with each level: <span class="todo">??</span> units at level one, <span class="todo">??</span> units at level one, and <span class="todo">??</span> units at level three.</td>
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</table>
<hr>
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