1. What is Savage?
Savage is a Real Time Strategy Shooter (RTSS) that takes place on Earth millions of years from now, well after the fall of all known civilization. Working in a non-persistent online environment, Savage will combine all of the action that gamers expect from a first-person shooter and all of the challenge that real-time strategy fans demand.
2. When will Savage be released?
Summer 2003.
3. How is Savage different from other first-person shooters?
Savage is an online multiplayer RTSS that will support up to 64 players. It will be a unique marriage of Real Time Strategy and First Person Shooter game elements fashioned around a fantasy world that is millions of years from now. You may choose to play in Real-Time Strategy Mode where you manage your team's resources, develop technologies, and command battles or as a member of a group playing in Action Mode using either first or third-person view. Action mode players will respond to a Commander while engaging in battle against other organized teams online.
4. Where does the game take place?
The game takes place on an Earth that is far removed from what we know. There is a growing conflict between Humans and the Beasts that is increasingly being tested through a series of conflicts. Each game of Savage will start during a different time of day with different weather effects having a say in the outcome.
5. What types of characters will Savage feature?
The player will be a member of one of the two races that populate the Earth. Savage pits Man against Beast with each race owning a number of weapons that are exclusive to each race. Action Mode players will have access to both melee and projectile weapons, the ability to drive siege weapons as well as man defensive structures.
6. How do the Action Mode players acquire abilities, spells, or other upgrades?
These are all researched by the Commander. Once studied, items such as armor and weapons will be checked out by Action Mode players who return to the Command Center and outfit their characters accordingly.
7. What type of neutral units will we see in Savage?
These will be non-civilized creatures that belong to neither the Beast Horde, nor the Legion of Man. While they are not controlled by an individual player, these units will be integral to Savage's gameplay.
8. What is the role of the Commander?
The Commander will be the anchor to a successful game of Savage. The Commander will start by creating workers and ordering them to gather resources. During this time, players in Action Mode will be scouting for enemies, hunting NPCs and taking a position in order to quickly react to the Commander's impending assignments.
For example, the Commander may want to send the Action Mode players that choose to take advantage of his leadership to protect supply chains or conversely cut off the enemy's. As you would do in a traditional RTS, the Commander will select an Action Mode player and assign them to attack an enemy. In order to notify the player in Action Mode, a beam of light will appear on his screen as well as a message to attack a particular target.
Finally, this works similarly for moving Action Mode players around the map. The Commander will supply waypoints for the Action Mode units to go to. The Commander will also have a number of predefined messages to send to Action Mode players, as well as the ability to chat - all while managing workers that are bent on gathering resources, building structures, repairing damage, and developing better technologies to assist the Action Mode players in achieving victory.
9. Is a Commander mandatory in order to play Savage?
Yes. Each team will require a Commander.
10. What is the Command Center?
The Command Center is the single place where each team will begin its pursuit of victory. This place is where Action players will spawn, choose units and equip items. This is the base of operations for each team in Savage. If a Command Center is destroyed during gameplay, victory will be declared for the team with the healthy Command Center.
11. What other set missions are in Savage other than destroying the Command Center?
None. Destroying the opponent's Command Center is the sole mission of the players in Savage.
12. When will a Savage demo be available?
We plan on releasing a playable demo in early 2003.
13. How will Savage's beta period be handled?
The Savage Beta release will evolve over a few stages. Be sure to sign up for the Savage newsletter and to keep an eye on
www.s2games.com for details.
14. How many people will be able to play the Beta test?
The public Beta will be downloadable and open to everyone upon release.
15. What are the minimum system requirements for Savage?
Official minimum system requirements will be posted here as soon as we have them finalized. We do plan on Savage being comparable with lower-end systems as well as systems that are gaming efficient.
16. Will the issue of lag be addressed in order to not allow modem users to slow down the gameplay?
Yes. Our Silverback engine takes this important issue into account and handles it very well.
17. Will there be a monthly fee?
There will NOT be any monthly fees for playing Savage. The purchase price of the game will be your only price to play.
18. What's the maximum number of players that Savage will handle?
Savage will handle as many as 64 players (32 vs. 32).
19. Will there be a single player campaign?
No, Savage will be multiplayer only. We are focusing our efforts on the multiplayer game design and production in order to make the best multiplayer experience possible.
20. Will there be a random map generator?
No. The maps in Savage are crucial to the gameplay. We have decided to not create a random map generator.
21. Will there be a rating system for players, especially for Commanders?
Statistics for players (both Action Mode and Commanders) will be recorded and displayed on
www.s2games.com.
22. Will there be any persistent elements to the game?
One of the main points of an RTS game is the creation of the team from scratch and the evolution that weapons undergo in terms of development. Therefore, we have chosen to limit the amount of persistent elements in each game. Some statistics for wins and losses will be maintained from game session to game session, but each game will start from scratch with new characters and will end in either glory or defeat.
23. What happens after an Action Mode player is killed?
The player will re-spawn after waiting a standard amount of time at his team's base.
24. How will the "vote-out" system be implemented and why it is used?
Action-Mode players have the ability to remove a Commander who simply is not doing his job. After a 2/3rds majority is obtained the Commander will be tossed and a new Commander will be given the reins as a RTS player. We envision this happening rarely.
25. Will you be able to play over a LAN?
Yes, Savage will work over a LAN.
26. How long will an average game of Savage take?
Like most RTS games, this depends on the strategies that are employed by the Commanders. A Game can last from a few minutes to several hours depending on the different gameplay variables that are set before battle commences.
27. Will Savage require a 3D accelerator card?
Yes.
28. What 3D card will Savage be compatible with?
Savage will be compatible with Nvidia, ATI, and most other video cards that support OpenGL.
29. Will there be a Linux or a Macintosh version?
We hope to ship the game with Linux support on the cd. Macintosh support is still undetermined.
30. Will there be a replay function to view past games you played?
Yes, we will enable replay to view past games through the engine.
31. How will you communicate between players?
The Commander of each team will have various methods of communicating to his teammates using waypoints, language macros, and other cool features.
32. How is victory obtained?
A team wins when the enemy's Command Center is destroyed.
33. What is the plan to control cheaters?
We are working hard to make Savage as cheater unfriendly as possible. We are planning on taking an aggressive stance on Savage players that may find a way to cheat and will deal with them accordingly.