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Game Play Questions
What is Savage? What type of game is it?
I'm not very good at first-person shooters. Is Savage 2 for me?
What will Savage2 offer that Savage1 doesn't? Will there be a built in ladder?
Will Savage 2 have a single player campaign?
What similarities will it share with the original?
How will experience work in S2?
How will long stalemates be avoided?
What will the races/sides/factions be?
Will we be able to create scripts?
Will you use Punkbuster to counter cheaters?
Any plans to have a clan or individual league/ladder?
Is there going to be clan support?
Will there be RPG elements in Savage2?
Is Savage 2 a complicated game? Will I be able to pick it up easily?
How large will the maps be compared to the maps in Savage 1?
Will there be alternate game modes?
Will Savage 2's gameplay be similar to Savage 1's?
Can you give us more info on the resource system?
Are you going to have sci-fi weapons like in Savage 1?
Is the combat system real-time? Is melee combat performed in the first-person as well?
How much thought and planning in the design process was devoted to competitive play?
How is hit detection accomplished in Savage 2?
How does a player get access to Hellborne units?
How is the melee system in the new game?
How will new players compete against veteran players?
Will there be a demo?
Can you give us information about the commander's role?

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What is Savage? What type of game is it?

Savage is an RTS/FPS/RPG hybrid. The setting is a post-apocalyptic world where the Legion of Man and the Beast Horde battle for supremacy. There are two teams in a game of Savage2, both of which will expand to capture resources, kill enemy players and NPCs, and build up their bases to unlock new technology or magic to try to crush the enemy base. Victory is achieved in Savage 2 when you destroy the enemy command center.

Part of what makes Savage 2 unique is the role of "commander" - a unit who plays from the RTS perspective and helps organize his team's efforts to defeat the enemy. Commanders can build structures, buff allies, debuff enemies and most importantly play as master tactician with a great view of the battlefield. A lot has been done to ensure that the commander is not overpowered or able to ruin a game for his team. For more information, check out the rest of this FAQ.


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I'm not very good at first-person shooters. Is Savage 2 for me?

A large portion of Savage 2 is the first person shooter aspect. However, this isn't all about twitch reactions and being the best at killing enemy players. If you're not typically skilled at fragging enemies before they frag you, fret not: Savage 2 boasts a variety of support classes who exist to help their team and rely less on straight up combat. Savage 2 has healer classes to ressurect and heal allies, the builder class to build structures and provide ammunition/support, siege to lay waste to enemy structures and much much more. For more information about our classes check out the
Units page.

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What will Savage2 offer that Savage1 doesn't? Will there be a built in ladder?

Savage2 boasts a very detailed stat-tracking system which is used in our official ladder. Almost every stat you can think of gets recorded - your kills, deaths, player and building damage, heals, revives, experience, etc. All of these details can be viewed by clicking on your player's name on the ladder (or another player's name). Along with an overall ranking for your account, you also have a ranking for each of these statistics. For example, you can compare yourself to other healers and see where you stand.

Savage2 also offers many gameplay improvements and a class-based unit system. In Savage1, each new unit a available was simply more powerful than the previous. In Savage2 however, each unit has special abilities that help it perform its intended role - no class is useless and a diverse army will prove to be far more effective than an army where most everyone takes the same unit. There are other benefits and additions to Savage2 which are too numerous to list here - so check out the rest of the FAQ or download a trial of Savage2 today!


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Will Savage 2 have a single player campaign?

No. There will be an in depth single player tutorial but no story telling single player. There will also be a Practice Mode which will allow players to practice each of the units and their various abilities against AI controlled NPCs.

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What similarities will it share with the original?

The core gameplay concepts will be very similar to Savage 1

    • Better Graphics
    • Better Maps
    • More Units (class based)
    • Spell casting / special abilities
    • New Race introduction / players
    • Less emphasis on peons/workers. They can be used to build structures, however they are not needed to gather resources.
    • More Battle Strategic & more battle planning with better grouping and more emphasis on officers
    • More polish and fit and finish to the entire game and most importantly INTERFACE!
    • Melee system has been re-vamped with special abilities, and each player has the ability to use quick attack, block, and an "interrupt" ability to stun someone who is blocking.


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How will experience work in S2?

Each player and each team as a whole gains experience and levels. Experience is gained from defending structures and siege, killing NPCs and enemies, building and repairing structures, healing and resurrecting fallen breatheren. Both teams and players have a level 10 max. As levels are gained a player has the ability to add 3 percentage points to their characters attributes: health, regeneration, mana, damage, and armor. The team commander also has the ability to add attribute bonuses which affect each player on the team. There is a cap of 20% bonus for any given category and a maximum of 30 percentage points total. This means that it is a nice advantage but that skill is still the most important aspect of winning a skirmish.

There is also overall account experience and an account level. This is simply a meter to show how much you've played and how well you play. It does not offer any specific advantages to a level 50 account over a level 10 account. The higher level simply signifies longer playing period and / or more skill and effectiveness in game.

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How will long stalemates be avoided?

Stalemates will be handled a couple of ways. Firstly, there's "upkeep." To meet upkeep requirements, your team must be actively collecting gold from a gold mine. Should your team fail to do this, all of your buildings will lose some armor, becoming more vulnerable to all attacks. Secondly, once the entire map runs out of gold in the gold mines, you enter "sudden death" and cannot repair your structures. Both of these elements help to prevent games from dragging out, and ensure that if one team is already winning and the game goes on for too long, it helps that team finish the job.

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What will the races/sides/factions be?

There are 2 starting races, Legion of Man (human) v. Beast Horde (beasts) with the introduction of another 'race' known as the Hellbourne. While they are not a starting race, the Hellbourne units are playable by both races.

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Will we be able to create scripts?

There will be no custom scripting allowed for Savage 2. There will also be no minor modifications to the game. There will only be pure servers allowed and pure servers will verify game files to avoid cheating and scripting. That said, Savage2 boasts great improvements in moddability and customization for total-conversion mods and custom maps with scripted events.

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Will you use Punkbuster to counter cheaters?

We'll use software similar to Punkbuster to deter and detect cheating. However, all this software will be programmed in house and will be an integrated part of the K2 Engine.

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Any plans to have a clan or individual league/ladder?

We'll be setting up an incredibly detailed stat tracking system both for players and clans. With tons of ways of displaying the stats. The clan site will have a large array of tools to organize and communicate with the clan. We'll have a robust tourney / ladder system which will be as fully automated as possible with the game. The idea is to track and play games without manually reporting results etc.

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Is there going to be clan support?

We have an improved and expanded version of what we had for Savage 1, with stat tracking and rankings and all that good stuff. Our clan system boasts the ability to modify your own clan page, setup events and clan matches, and administrate your clan hierarchy via the clan roster. Check it out at
www.savage2clans.com

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Will there be RPG elements in Savage2?

Like Savage 1, Savage 2 will have RPG elements. This can involve purchasing items to heal you or restore mana or spending attribute points in various areas as you level up (such as increased health, mana, regeneration rates, damage etc). You start every game of Savage2 at level 1 and level relatively quickly. The benefits of leveling are noticable, however they will not stop a skilled low level player from defeating a higher level player. More than anything, these RPG elements simply allow you to customize your player for the role you plan on playing - for example, healers may want to put additional points in intelligence to increase their mana regeneration.

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Is Savage 2 a complicated game? Will I be able to pick it up easily?

One improvement we at S2 aim to make over the original Savage is to make Savage2 more approachable for the more casual players. There will be plenty of opportunities for the "pros" out there to dominate, however our aim is to create an environment where new players can pick up and learn the game relatively easily without having to fight against the more experienced players at first. We'll have "protected" servers for new players and an in-depth tutorial. One of the concerns of Savage 1 was it was too difficult to play and understand. This is high on our list when we designed the gameplay of Savage 2. Imagine this, Savage 1 with better graphics, MUCH better interface which allows for easier understanding of the game, better communication and organization, and a strategy / resource system that will not allow the commander to ruin the entire teams ability to win. All in all Savage 2 will fill all the gaps that Savage 1 left and do the things Savage 1 did well even better!

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How large will the maps be compared to the maps in Savage 1?

Probably about the same range of sizes. It was actually possible to make much larger maps than were ever used in Savage, but we found that running around lost and not seeing any other players was not much fun. More importantly in Savage 2 than other FPS maps, strategy of layout is so important. Because of this, we will have very few maps with much more thought and better layouts. We will also allow the server list to be filtered to not show servers that are playing unofficial maps.

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Will there be alternate game modes?

The initial launch of Savage 2 will feature the Conquer game type. This game is won by destroying the enemy's command structure. We also have a "duel map" dedicated to 1 on 1 duels (this map is mainly for practice and does not submit any stats to our stats server). There's certainly a possibility of additional game modes in the future and other content updates, however we can't say for certain at this time. There is, however, going to be a very powerful map editor which will allow for scripts and events and all sorts of things so players can create their own game types.

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Will Savage 2's gameplay be similar to Savage 1's?

Its a sequel so it will have some similarities. Mainly the general concepts and world that made Savage 1 great will exist but with a ton of new innovative ideas and the polish to really bring it together. The gameplay is unit based with 18 unique characters in total, all with very unique abilities. Units will NOT simply be larger versions of themselves as they were in Savage 1. There will be a great deal more RPG elements this time as well, like: drops, buffs, debuffs, and player progression from leveling. Don't fret though, Savage 2 will ALWAYS place player skill as the most important aspect of the game with that will come some very unique gameplay.

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Can you give us more info on the resource system?

Resources (gold) is collected by placing a "gold mine extractor" on top of gold mines throughout the map. Players do not need to harvest resources nor do commander workers. Commanders will, however, have workers that can be used for helping to build structures or expand to areas outside of the commander's natural line of sight.

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Are you going to have sci-fi weapons like in Savage 1?

We'll still have tech weapons for the humans but they'll be designed much better. They'll still offer the same kind of action but they'll just have a much more cohesive design and fit better. Ie steam powered rather than lasers.

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Is the combat system real-time? Is melee combat performed in the first-person as well?

Combat is all real time and action based, however there is also the twist that units will have spells and abilities that function more like what you'd see in an MMORPG. Some classes will focus more on combat, while other will focus more on providing a support role and using the RPGish abilities, so you can choose whatever fits your playing style. Melee combat is performanced from third person view.

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How much thought and planning in the design process was devoted to competitive play?

Savage 2 exists only for competitive play. The entire game concept revolves around the "sport" of online and LAN gaming. There's plenty to enjoy if you are a casual gamer and just want to spend time playing the game, but there will also be many opportunities to participate in competitive events.

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How is hit detection accomplished in Savage 2?

Bones are animated on the server rather than a bounding box. This allows for extremely accurate hit detection for both ranged weaponry and melee.

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How does a player get access to Hellborne units?

Hellborne units are purchased with "souls" at a sacrificial shrine. Sacrificial shrines are structures that each team may build atop of "Scars" located on the map. Players can gather souls by killing enemy players. Hellborne are very powerful units with good special abilities and are decent at taking down buildings. They lose health constantly over time and heal by killing players and taking their souls.

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How is the melee system in the new game?

The melee system in Savage 2 builds on the core concepts of human melee from Savage 1. Every player can "quick attack" - a regular melee attack. These occur in "flurries" - that is to say, you can attack quickly three or four times in a row before your character pauses briefly, then starts attacking again. Every player can also block these quick attacks. If a player is blocking and you strike him with a quick attack, you will be stunned briefly and vulnerable to retaliation. Additionally, we've added an "interrupt" ability. If you use this interrupt ability on an opponent who is blocking, it will break the block and stun the enemy. You can also attack blocking players from behind or the sides without being stunned, or perform a "jump attack" which will break through the block. While this core melee combat itself is exciting and fun, we've also added special abilities to each of the units. These can be spells or melee based abilities. They generally have moderately long cool downs and can perform a variety of functions - some will "blind" your enemy, obstructing his screen with a green acid spray, others will do an area of effect stun and some are just straight up damage. There are far too many special abilities to list them all in this FAQ, so you'll just have to try the game to find out! :)

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How will new players compete against veteran players?

In Savage 2, the only way to truly learn is to play the game online with other people. We have an in-depth tutorial to teach you the game, but to get good at it it simply takes practice and playing online. As any gamer knows, playing against people of higher skill than you when you are new to a game can be frustrating and troublesome. For this reason, Savage 2 will have servers dedicated to new players. Your account tracks how long you have played and has a persistent "level" associated with it (this level does NOT affect anything in the actual game, it's just used to track how experienced you are). We will have servers that are restricted based on the number of hours you've played and the level of your account. This will ensure that anyone new to savage2 is able to learn in an environment where they are not at a very big disadvantage.

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Will there be a demo?

The game itself is absolutely free to download and install on any computer. This will allow people to use LAN Mode (non-commercial) and the tutorial free of charge. You can also sign up for a free demo account to play online (which expires after 5 hours of play). The demo contains nagware to entice people to activate their account by purchasing directly in game. By purchasing the account they will lose the nagware, longer spawn times, and timed trial account.

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Can you give us information about the commander's role?

The commander in Savage 2 acts as chief tactician and base builder. With the birds eye view, he has a great perspective to lead his team to victory. Through the building of forward garrisons and sublairs (which act as spawn points), setting up defenses and progressing his team through the tech tree, he is an integral part of organizing your team's war effort.

That said, we have measures in place to make sure emphasis is not placed TOO heavily on the commmander. For example if your team is simply missing a commander and no one wants to take the job, there are player-based classes (the builder and conjurer) that can build your team's structures.

The next important thing that we've done with the commander is moving the role's focus to tactical strategy. This time around the commander will want to be watching the battles rather than hanging around the base waiting for buildings or research to complete. Base building and research will be streamlined so that the commander can spend most of the time with the troops, making use of new abilities (in addition to team buffs, there will be debuffs and other sort of "god powers" you see in RTS games). We're adding a lot of cool interface elements so that the commander will be able to plan really cool strategies and effectively communicate them to the team.


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