Game Mode:NaturalSelection
From NS community wiki
More information on both team's upgrades, weapons, abilities, structures, and roles can all be found below, in the subcategories. TEMP NOTE: Since this wiki is less than a few days old at the current time of posting, subcategories need to be made first. What I was thinking was individual pages for each marine weapon, each alien lifeform, and each teams upgrade ladder system.
Classic
Classic is the heart and soul of Natural Selection. Centered on a First-Person Shooter Real-Time Strategy game (FPS/RTS), it's central goal is to give the best of both worlds.
The basic map structure is centered around four locations: "Marine Start" and the three Hive locations. The Kharaa (Aliens) start off with only one of the three Hives, chosen randomly by the server. Scattered around the map are a number of resource nodes which can be mined by placing and building a "Resource Tower" on them; this provide resources (nano sludge according to the backstory) to their respective team, 1 point of resource per tower per "tick". These resources are then spent to upgrade and provide better combat abilities for the team as well as research new technology or abilities and constructing buildings around the map. Resources for the Kharaa (Aliens) are divided equally amongst team members with each team member possessing their own pool to draw from for construction or evolution of life forms and abilities. Resources for the Marines by contrast are given only to the commander, the only team member capable of spending these resources, for the purpose of building construction, upgrade research, or purchasing items/weapons for the team's use.
Aliens begin the map with 25 resources per player, encouraging aliens to evolve to the gorge form (requiring 10 resources) and place a Resource Tower (requiring 15 resources). General convention establishes that a minimum of 4 resource towers per team is required for the side to be able to win in an extended round, although the exact number is open to debate and unconventional tactics may preclude the use of Resource Towers altogether. Marines begin the round with 100 resources to be used at the commander's discretion for purchase of structures and weapons. General consensus encourages commanders to purchase at least one Infantry Portal and an Armory at the start of gameplay, followed by expansion strategy to capture hive locations and resource nodes. Commanders however have unique strategies and styles and no one style can necessarily be said superior in all circumstances against all opponents, so actual gameplay may and will vary by commander.
Traditional gameplay can be broken into three general phases. First is the expansion phase, both teams spreading out to capture nodes and establish a set territory. Few skirmishes may occur, but nothing extreme usually happens. Secondly we reach the mid-game, usually around when the second Alien Hive is dropped. This is also usually heralded by Fades and Lerks appearing for the Aliens, and Shotguns and basic tech for the Marines. Recent competitive play centers on establishing or destroying the second Hive since it gives Aliens access to more abilities and upgrades, which is usually sufficient to begin pushing the Marines into the endgame. Finally, one side has almost obviously lost and is pushed back to their spawn region (Marine Start or the remaining Hive) and progresses until the either team can spawn no longer due to loss of all Alien Hives or all vital structures for the Marines.
Alternatively, gameplay can enter advanced forms which include the construction of the third Hive, the presence of Heavy Armor or Jetpacks for the marines, or "Hive Lockdowns." A Hive Lockdown is a strategy in which the marines allocate resources to capture and defend a hive location to prevent the Kharaa from constructing a hive at this location.
The Frontiersmen
On this team, you will take on one of two roles. While the majority of the Marine Team will be the infantry soldiers, one person will take on the role of the Commander. The soldiers are played through a classic First Person Shooter perspective, whereas the Commander is given a Real Time Strategy bird's eye view. The Commander is put in charge of giving orders, executing plans, dropping structures and supplies for the team. Victory often requires an immense amount of teamwork from the marines and their commander.
Please see the Frontiersmen page for more information.
The Kharaa
The alien team is where Natural Selection is truly set apart from other games. Unlike the Frontiersmen, the aliens do not have a Commander. This means "Resources" are individually shared, rather than put in charge by a single entity. This means each player is free to use his or her resources however they see fit, for better or for worse. With this "independancy" comes the alien's biggest factor in teamwork. While on the alien team, you'll still "technically" be using a First Person perspective, but it is still very different from the Marine Team. An example being the Skulk lifeform, which is viewed from inside the mouth, behind the teeth.
Please see the Kharaa page for more information.
