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Saviour Of Strength is a Quake 3 Stand-Alone featuring the iD Software FPS Game' With twists and turns SoS aims to bring “YOU” the player a new dimension to Dragonball and more importantly online community gaming'
Saviour Of Strength are aiming to replicate DBZ into a atmospheric multi-player game'
+ Energy System
+ Movement System
+ Attack System
+ Melee System
The energy system built into SoS involves 3 elements Fatigue, Ki and your Powerlevel'
During the course of the game your stamina meter represents your ability to perform' Whilst high you can easily produce ki attacks and execute melee attacks'
Stamina will only drain whilst performing melee attacks or charging chargeable attacks' All others such as renzoku or small ki blasts will have no effect, only a time delay' If you continue to draw upon energy for chargeable ki attacks or perform melee you will draw energy from your "ki" or life force, which could lead to your premature death'
Your ki represents your lifeforce within the game, once it has been completely drained you die' It can be restored by locating and using senzu beans from senzu bags which will be sprinkled over various maps, depending on the game mode'
This represents how you measure up as a fighter' As you progress through the tier system and stages of gameplay your powerlevel will naturally increase' The most common method for increasing your power level via standard deathmatch gameplay is to overcome your opponents' As you rake in the kills your powerlevel will increase' Your Powerlevel is rated differently whilst in the RPG mode, for more information refer to the RPG section of this About'
Further more your powerlevel can be adjusted by powering up and powering down, this can achieve two things, strategic advantage and melee advantage' Using melee at your maximum power will cause greater loss of stamina than fighter at a fraction of your max power, although your melee is just as powerfull, only your ki based attacks are affectd by pl'
Powerlevel will be a great strategy for hiding and cloaking which will work together the scouter and heads up display'
On the Ground
On the ground your normal movement is made up of walking and jogging, then when switching to boost mode you can sprint' You can naturally jump, and jump backwards'
In the Air
The flight system employs a true 6 Degrees of freedom' Whilst flying you have the abilility to pitch, yaw and roll' Pitching and yawing during flight is just the same as if you were on the ground' The only real difference is that whilst in the air using either strafe keys ( strafe left or strafe right ) will cause rolling in their respective directions' This allows for quick maneuvering'
The Attack system consists of basically 2 types of attacks, which both have their own sub-types' There are the chargeable attacks and the attacks that are abilities rather than require raw energy' An example is the Kamehameha, as it is a chargeable attack it falls under the Chargeable category, on the other hand a Ki Blast dosn't exhaust your stamina only delays your ability to respond'
Chargeable attacks can drain stamina, and further into health if all the stamina is drained' Chargeables are commonly used by holding down the attack button until the required or desired energy has been gathered'
Ability attacks power will be based on your current power level, so you can adversely affect the power of your renzoku energy dan's or ki blasts by powering down' These attacks do not affect your stamina, although their is a time that must be waited out until the next attack can be fired'
The melee system involves the use of a kick, punch & block button bound by the user' These buttons combined with directional keys allow for effective and strategic attacks that can be carried out by the user'
It is based upon a hit zone system similar to "Oni"' Each zone having it's own effect and animation for contact being made or missed in the location' Each location will also be equipped with 3 seperate random animations for a "miss" (ex head shot miss might be duck, slap hand away, and arms crossed) ensuring that each fight will be quite different then any other even when the same combination of moves are used.
So here is the latest update on SOS. Firstly yes, work is still being on the game. I am currently stuck at a milestone concerning the user account authentication and the player rating system. On a positive note though I have fixed the compatibility for the Mac version. Tested on Snow Leopard with no real issues. Will post any more updates as the come around.
Also if there is anyone willing to design and put up a new sos site on their server that would be cool. I can forward the dns there.