EDIT: Original Thread
Unedited copy-paste of my old post, because if I look at my monitor for another second, my eyes are going to start bleeding.
Both the Marine team and Alien team lose health per minute at the begining of the game as you suggested.
The only buildable structure is the RT, which has 5k health and costs 40 res for either side. Two versions from here:
If the devs wanted longer games, there are two res nodes at either side of the map, close to the teams spawning positon (but NOT right outside). The two nodes are in sight of eachother.
Shorter: 1 RT in the center.
No RTs: Both teams are losing health.
More RTs: The max health settings are reset to max if they were lower than max to begin with, and the team with more RTs is winning (Same benefits you suggested).
Same RTs: The max health settings don't change. Same stalemate situation you said.
Less RTs: Losing again.
No Gorge. Any alien with enough res for the RT can go and drop it. (right-click menu/impulse command)
No Comm. Any Marine can build the RT when they get within range.(right-click menu/impulse command)
An RT dropped will instantly be built.
If an RT is destroyed, there's a 5 second wait before dropping a new one, ten second for the team that lost the RT.
RFK.
You select what you want to spawn as via a menu similar to CS's buying method that you can access when you feel like it. Aliens can chose what lifeform to spawn as(Lerk/Skulk), and can chose between 6 out of the 9 chamber upgrades available. Redemption is replaced with an upgrade that increases max HP like Carapace does for AP.
Silence is replaced with an upgrade that boosts the alien's jump height by two and lets them rejump one time while in-air in the direction they're aiming. You can re-jump in any direction (down, for example).
Focus doesn't decrease ROF and effects all attacks, but uses 3 chamber upgrade slots.
Marines get to select what equipment they want (HA/JP), and can select from 3/9 upgrades available (Weps. 1->2->3, Arm. 1->2->3, MT, Resupply, Grenade).
Nothing but quick-upgrades (5 res) and the RT have a cost.
Lerks have Spikes instead of Umbra.
Skulk parasite does 30 damage per hit, and does 80 to the RT.
All aliens always have all four attacks.
Respawn is instant unless you sucicide, which then makes you wait 15 seconds. Xenocide is a 5 second wait. You spawn in a seprate room. The room is connected to the rest of the map.
You can upgrade when you're winning via the popup-menu, which only lets you choose between lifeforms/weapons. Lifeform gest times are near instant, but health doesn't instantly regenerate when going into/coming out of gest.
You can pay 5 res to get full health via popup-menu/impulse command.
If the tables turn while you've got an upgrade, you'll keep the upgrade.
Both teams have a 70 or so res cap. Why?
Interesting for the aliens - Between upgrades and rebuilding the RTs, someone has to make sure to have 40 res to build the RT again, and there's no res-sharing.
Interesting for marines- They have to have some degree of coordination - if no one's concerned, the res pool will go up and down as people spawn in and upgrade/get RFK.
There's a 2k HP box around the res node at the beginning of the game.
Players select their first upgrades in the countdown to game start.
Hive and Comm Chair have 7.5k HP. Neither heals over time. They can only be attacked when that team has less RTs than yours.
Aside from the main battle room and the two spawning rooms, there aren't any other rooms.
Rooms have random decorations/cover locations scattered about, and platforms up above, and a bunch of other stuff.
Game ends when the Hive or CC is destroyed, or when one side's max. health reaches 0.
I probably didn't think it through all the way, but yeah. It's basically meant to be an action-packed mess. Kind of like CO was supposed to be.