Difference between revisions of "SINK AGAIN: OVERVIEW"
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− | In Russia, they love games about pirates. They love not just | + | In Russia, they love games about pirates. They love not just in play, but also to be - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they can, in splendid isolation, literally in nine months make a task, which, of course, is Sid Meier's Pirates! will never lay about the muscles, but is able to attract attention. It's about Sink Again, that's 95% manufactured by anyone - our compatriot, hiding underneath the nickname Artem Flatcoon. Why is the sport good and what is not so excellent?<br><br>Sink Again is the variety of roguelike, board games plus some turn-based tactics and these Pirates! You cannot find any full story campaign here, but you will find a couple of dozen separate scenarios that can be viewed as modules, such as a board game.<br><br>And all of them are about funny. So, in a single, on behalf of the existing pirate-rocker, you must search everywhere in the archipelago for his former colleagues, suggest to them the pick or drumsticks so they really eventually consent to reunite and provides a good concert. And at the end of the script, we're asked to fire the ship carrying gunpowder to supply a grandiose fire show to the concert.<br><br>In other scenarios, we are searhing for fake knives for just a non-violent bloody ritual that meets the ancestor-honoring, but far more progressive tribe; collecting by far the most stinky bait to capture a whale the dimensions of an island; we're buying heartless man who left his bride-to-be right at wedding - in the process apparently , he literally does not have any heart, he hid it in return for eternal life. Well, everything is incorporated in the same spirit.<br><br>My little raft<br>Although the gameplay is quite serious. Scenarios may be at different levels of difficulty. During this process, the overall game itself occasionally makes "autosaves", but rather if your team dies (for example, after the ship is launched towards the bottom), all progress will likely be reset and you'll have to get started on over. That is a shame, for the reason that passage of every scenario unlocks new items, characters, their traits, pets and in some cases varieties of islands that'll be available yearly playthroughs. Everything is like a typical "bagels ".<br><br>And each time everything starts on Tortuga, where we employ a team inside the tavern. Initially, there might be a maximum of two pirates in the squad, but, under certain conditions, the sheer numbers of the gang increases. In the same location we equip them initially (for which you'll encounter enough piastres), choose a captain in the office (he gives one or another bonus towards the whole team), buy food available and visit sea.<br><br>Then an parts of Sid Meier's Pirates begin! We sail on a speed boat between the hawaiian islands (which first have to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters can also be sharpening their teeth on us.<br><br>Therefore, it is best to function the boat - in numerous ports there aren't only taverns (there you can modify the composition in the detachment) and shops, but will also shipyards, where for a certain amount they grows the strength / speed / maneuverability in the vessel or the ability on the sides for guns. We may also be repairing the boat and replenishing the ammunition. In general, things are all using the classics.<br><br>Is it doesn't same goes with trade. Each port has industry, there it is especially convenient to show which merchandise is more profitable to sell here and the ones that to buy. And you'll generate income quickly enough by transporting bananas or wood between your neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is perhaps the weakest in Sink Again. The trade works, but primitive, https://www.science-kombat.com/ ([https://www.science-kombat.com/ just click Science Kombat]) materials tend not to deteriorate, plus the team isn't going to consume food in the voyage as well as raise an uprising. No apparently exist in any respect: the pirates hired through the squad do not customize the ship's behavior in a different way.<br><br>Storms and rains may occur, but and also this has no effect on the fitness of the vessel. Nevertheless the boat can do crashing into a port figure, if you can't reduce with time, and in many cases pay a visit to the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens in the sea.<br><br>It happens you swim for an extended time, without meeting anyone, but at the most inopportune moment hunters for pirates will come and chase your boat. And to get acquainted with battle with him or her till the ship has been pumped is useless. Which situation, which caused the failure of some scenarios, would not stimulate, but annoys - the look of hunters is simply too unpredictable, too strong to start with, it truly is too difficult to sneak from them.<br><br>A pirate trait!<br>Employing the dungeons, the relationship is more interesting. It perhaps there is that people perform the principle tasks to the script. We stock out it inside of a step-by-step mode - we find and neutralize traps, open locks on chests and doors, and fight. You can also get treasure there - if you will find a map with this dungeon including a shovel within your inventory.<br><br>The achievements of all basic actions, the potential risk of hitting / breaking / disabling / duration of motion - everything depends on the roll of your dice, as well as by who performs the experience and what equipment is on it. |
Revision as of 00:54, 10 March 2021
In Russia, they love games about pirates. They love not just in play, but also to be - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they can, in splendid isolation, literally in nine months make a task, which, of course, is Sid Meier's Pirates! will never lay about the muscles, but is able to attract attention. It's about Sink Again, that's 95% manufactured by anyone - our compatriot, hiding underneath the nickname Artem Flatcoon. Why is the sport good and what is not so excellent?
Sink Again is the variety of roguelike, board games plus some turn-based tactics and these Pirates! You cannot find any full story campaign here, but you will find a couple of dozen separate scenarios that can be viewed as modules, such as a board game.
And all of them are about funny. So, in a single, on behalf of the existing pirate-rocker, you must search everywhere in the archipelago for his former colleagues, suggest to them the pick or drumsticks so they really eventually consent to reunite and provides a good concert. And at the end of the script, we're asked to fire the ship carrying gunpowder to supply a grandiose fire show to the concert.
In other scenarios, we are searhing for fake knives for just a non-violent bloody ritual that meets the ancestor-honoring, but far more progressive tribe; collecting by far the most stinky bait to capture a whale the dimensions of an island; we're buying heartless man who left his bride-to-be right at wedding - in the process apparently , he literally does not have any heart, he hid it in return for eternal life. Well, everything is incorporated in the same spirit.
My little raft
Although the gameplay is quite serious. Scenarios may be at different levels of difficulty. During this process, the overall game itself occasionally makes "autosaves", but rather if your team dies (for example, after the ship is launched towards the bottom), all progress will likely be reset and you'll have to get started on over. That is a shame, for the reason that passage of every scenario unlocks new items, characters, their traits, pets and in some cases varieties of islands that'll be available yearly playthroughs. Everything is like a typical "bagels ".
And each time everything starts on Tortuga, where we employ a team inside the tavern. Initially, there might be a maximum of two pirates in the squad, but, under certain conditions, the sheer numbers of the gang increases. In the same location we equip them initially (for which you'll encounter enough piastres), choose a captain in the office (he gives one or another bonus towards the whole team), buy food available and visit sea.
Then an parts of Sid Meier's Pirates begin! We sail on a speed boat between the hawaiian islands (which first have to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters can also be sharpening their teeth on us.
Therefore, it is best to function the boat - in numerous ports there aren't only taverns (there you can modify the composition in the detachment) and shops, but will also shipyards, where for a certain amount they grows the strength / speed / maneuverability in the vessel or the ability on the sides for guns. We may also be repairing the boat and replenishing the ammunition. In general, things are all using the classics.
Is it doesn't same goes with trade. Each port has industry, there it is especially convenient to show which merchandise is more profitable to sell here and the ones that to buy. And you'll generate income quickly enough by transporting bananas or wood between your neighboring islands.
Seasickness
Normally, the nautical part is perhaps the weakest in Sink Again. The trade works, but primitive, https://www.science-kombat.com/ (just click Science Kombat) materials tend not to deteriorate, plus the team isn't going to consume food in the voyage as well as raise an uprising. No apparently exist in any respect: the pirates hired through the squad do not customize the ship's behavior in a different way.
Storms and rains may occur, but and also this has no effect on the fitness of the vessel. Nevertheless the boat can do crashing into a port figure, if you can't reduce with time, and in many cases pay a visit to the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens in the sea.
It happens you swim for an extended time, without meeting anyone, but at the most inopportune moment hunters for pirates will come and chase your boat. And to get acquainted with battle with him or her till the ship has been pumped is useless. Which situation, which caused the failure of some scenarios, would not stimulate, but annoys - the look of hunters is simply too unpredictable, too strong to start with, it truly is too difficult to sneak from them.
A pirate trait!
Employing the dungeons, the relationship is more interesting. It perhaps there is that people perform the principle tasks to the script. We stock out it inside of a step-by-step mode - we find and neutralize traps, open locks on chests and doors, and fight. You can also get treasure there - if you will find a map with this dungeon including a shovel within your inventory.
The achievements of all basic actions, the potential risk of hitting / breaking / disabling / duration of motion - everything depends on the roll of your dice, as well as by who performs the experience and what equipment is on it.