Difference between revisions of "SINK AGAIN: OVERVIEW"
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− | In Russia, they love games about pirates. They love not | + | In Russia, they love games about pirates. They love not just to play, but additionally to be - remember "Corsairs ".Moreover, Russian developers are quite harsh that they can, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! will likely not lay for the back, but may attract attention. You want Sink Again, that's 95% made by one individual - our compatriot, hiding underneath the nickname Artem Flatcoon. How come is the adventure good and what is not flexible?<br><br>Sink Again is a variety of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There is absolutely no full story campaign here, but there are a couple of dozen separate scenarios that can be considered modules, like in a board game.<br><br>And all of them are basically funny. So, a single, with respect to the old pirate-rocker, you have to search throughout the archipelago for his former colleagues, demonstrate to them either a pick or drumsticks so that they eventually accept to reunite and allow a good concert. And following the script, we are asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for that concert.<br><br>In other scenarios, we are looking for fake knives for a non-violent bloody ritual that suits the ancestor-honoring, but additional progressive tribe; collecting the best stinky bait to find a whale how big the hawaiian isle; we are trying to find a heartless man who left his partner right at the marriage - in the operation evidently , he literally doesn't have heart, he hid it in return for eternal life. Well, everything is in the same spirit.<br><br>My little raft<br>But the gameplay itself is quite serious. Scenarios can be carried out at different stages of difficulty. In the operation, the game itself occasionally makes "autosaves", but rather if your team dies (for example, following the ship is launched towards the bottom), all progress will likely be reset you could to begin with over. The industry shame, for the reason that passage of the scenario unlocks new items, characters, their traits, pets and perhaps forms of islands which will be available in the next playthroughs. Everything is sort of a typical "bagels ".<br><br>And every time everything starts on Tortuga, where we employ a team in the tavern. Initially, https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) there is usually a more two pirates within a squad, then again, under certain conditions, the quantity of the gang increases. In the same position we equip them for the first time (for which there'll be enough piastres), pick a captain at the office (he gives one or another bonus to the whole team), buy food that you can buy and visit sea.<br><br>Next the aspects of Sid Meier's Pirates begin! We sail on a boat between beautiful hawaii (which first should be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters also are sharpening their teeth on us.<br><br>Therefore, advertising and marketing to function the boat - in most ports there are now not only taverns (there it is possible to change the composition in the detachment) and shops, but will also shipyards, where for a certain amount they will increase the strength / speed / maneuverability on the vessel or the capacity of your sides for guns. We can also be repairing the boat and replenishing the ammunition. On the whole, all things are good classics.<br><br>Oahu is the same goes with trade. Each port has a market, and then there it is very convenient to point which bags are more profitable selling here and which of them to buy. And you could make money quickly enough by transporting bananas or wood regarding the neighboring islands.<br><br>Seasickness<br>Generally speaking, the nautical part is most likely the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, and the team isn't going to consume food throughout the voyage as well as doesn't raise an uprising. It doesn't seem to exist by any means: the pirates hired from the squad tend not to change the ship's behavior in different way.<br><br>Storms and rains may occur, but and also this does not affect the fitness of the vessel. Although the boat can perform crashing in to a port figure, should you not reduce over time, and perhaps visit the foot of this - physics is usually fun here! Well, in principle, something interesting rarely happens in the sea.<br><br>It takes place that you just swim for many years, without meeting anyone, but at the most inopportune moment hunters for pirates may come and chase your boat. And to participate in battle along with them till the ship have been pumped is useless. And also this situation, which caused the failure of some scenarios, would not stimulate, but annoys - ugly hunters is way too unpredictable, they are too strong at first, it truly is too difficult to interrupt clear of them.<br><br>A pirate trait!<br>In the dungeons, the situation is more interesting. It possibly there is that any of us perform the leading tasks for your script. We feature out it in a very step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if there's a map on this dungeon as well as a shovel in the inventory.<br><br>The prosperity of all basic actions, the possibility of hitting / breaking / disabling / duration to move - everything depends on the roll from the dice, in addition to by who performs the action and what machines are on it. |
Revision as of 20:45, 9 March 2021
In Russia, they love games about pirates. They love not just to play, but additionally to be - remember "Corsairs ".Moreover, Russian developers are quite harsh that they can, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! will likely not lay for the back, but may attract attention. You want Sink Again, that's 95% made by one individual - our compatriot, hiding underneath the nickname Artem Flatcoon. How come is the adventure good and what is not flexible?
Sink Again is a variety of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There is absolutely no full story campaign here, but there are a couple of dozen separate scenarios that can be considered modules, like in a board game.
And all of them are basically funny. So, a single, with respect to the old pirate-rocker, you have to search throughout the archipelago for his former colleagues, demonstrate to them either a pick or drumsticks so that they eventually accept to reunite and allow a good concert. And following the script, we are asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for that concert.
In other scenarios, we are looking for fake knives for a non-violent bloody ritual that suits the ancestor-honoring, but additional progressive tribe; collecting the best stinky bait to find a whale how big the hawaiian isle; we are trying to find a heartless man who left his partner right at the marriage - in the operation evidently , he literally doesn't have heart, he hid it in return for eternal life. Well, everything is in the same spirit.
My little raft
But the gameplay itself is quite serious. Scenarios can be carried out at different stages of difficulty. In the operation, the game itself occasionally makes "autosaves", but rather if your team dies (for example, following the ship is launched towards the bottom), all progress will likely be reset you could to begin with over. The industry shame, for the reason that passage of the scenario unlocks new items, characters, their traits, pets and perhaps forms of islands which will be available in the next playthroughs. Everything is sort of a typical "bagels ".
And every time everything starts on Tortuga, where we employ a team in the tavern. Initially, https://www.science-kombat.com/ (www.science-kombat.com) there is usually a more two pirates within a squad, then again, under certain conditions, the quantity of the gang increases. In the same position we equip them for the first time (for which there'll be enough piastres), pick a captain at the office (he gives one or another bonus to the whole team), buy food that you can buy and visit sea.
Next the aspects of Sid Meier's Pirates begin! We sail on a boat between beautiful hawaii (which first should be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters also are sharpening their teeth on us.
Therefore, advertising and marketing to function the boat - in most ports there are now not only taverns (there it is possible to change the composition in the detachment) and shops, but will also shipyards, where for a certain amount they will increase the strength / speed / maneuverability on the vessel or the capacity of your sides for guns. We can also be repairing the boat and replenishing the ammunition. On the whole, all things are good classics.
Oahu is the same goes with trade. Each port has a market, and then there it is very convenient to point which bags are more profitable selling here and which of them to buy. And you could make money quickly enough by transporting bananas or wood regarding the neighboring islands.
Seasickness
Generally speaking, the nautical part is most likely the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, and the team isn't going to consume food throughout the voyage as well as doesn't raise an uprising. It doesn't seem to exist by any means: the pirates hired from the squad tend not to change the ship's behavior in different way.
Storms and rains may occur, but and also this does not affect the fitness of the vessel. Although the boat can perform crashing in to a port figure, should you not reduce over time, and perhaps visit the foot of this - physics is usually fun here! Well, in principle, something interesting rarely happens in the sea.
It takes place that you just swim for many years, without meeting anyone, but at the most inopportune moment hunters for pirates may come and chase your boat. And to participate in battle along with them till the ship have been pumped is useless. And also this situation, which caused the failure of some scenarios, would not stimulate, but annoys - ugly hunters is way too unpredictable, they are too strong at first, it truly is too difficult to interrupt clear of them.
A pirate trait!
In the dungeons, the situation is more interesting. It possibly there is that any of us perform the leading tasks for your script. We feature out it in a very step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if there's a map on this dungeon as well as a shovel in the inventory.
The prosperity of all basic actions, the possibility of hitting / breaking / disabling / duration to move - everything depends on the roll from the dice, in addition to by who performs the action and what machines are on it.