Difference between revisions of "SINK AGAIN: OVERVIEW"

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In Russia, they love games about pirates. They love not just in play, but to make them - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they can, in splendid isolation, literally in nine months make a project, which, obviously, https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) is Sid Meier's Pirates! will likely not lay to the shoulder muscles, but will be able to attract attention. It comes down to Sink Again, and that is 95% created by someone - our compatriot, hiding within the nickname Artem Flatcoon. Why's the action good and what's not so great?<br><br>Sink Again is combining roguelike, games plus some turn-based tactics and the aforementioned Pirates! There isn't any full story campaign here, but you'll find around two dozen separate scenarios that can be viewed as modules, during a board game.<br><br>And almost all pretty much funny. So, a single, on the part of the old pirate-rocker, it is advisable to search on archipelago for his former colleagues, imply to them sometimes a pick or drumsticks so they eventually agree to reunite and present a great concert. And at the end of the script, were asked to properly fire the ship carrying gunpowder to provide a grandiose fire show with the concert.<br><br>In other scenarios, we are trying to find fake knives for any non-violent bloody ritual fitting the ancestor-honoring, but far more progressive tribe; collecting the most stinky bait to hook a whale the length of hawaiian isle; we are looking for a heartless man who left his bride-to-be right at wedding - in the act apparently , he literally lacks the heart, he hid it family pet eternal life. Well, everything consistantly improves same spirit.<br><br>My little raft<br>Though the gameplay itself is quite serious. Scenarios could be at different quantities of difficulty. In the act, the adventure itself occasionally makes "autosaves", but if your team dies (for example, as soon as the ship is launched on the bottom), all progress are going to be reset and you'll have to start out over. A shame, because passage of every scenario unlocks new items, characters, their traits, pets and perhaps sorts of islands that might be available over the next playthroughs. Everything is sort of a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we hire a team within the tavern. Initially, there can be quite a maximum of two pirates in a squad, even so, under certain conditions, the amount of the gang increases. In the same position we equip them for the first time (for which there will be enough piastres), decide on a captain in the office (he gives one or another advantage to the whole team), buy food that you can buy and go out to sea.<br><br>Next the components of Sid Meier's Pirates begin! We sail on a spead boat between hawaii (which first have to be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters are sharpening their teeth on us.<br><br>Therefore, it is advisable to function the boat - in numerous ports there are not only taverns (there you possibly can get a new composition of the detachment) and shops, but additionally shipyards, where for a certain amount they raises the strength / speed / maneuverability in the vessel or the ability on the sides for guns. We also are repairing the boat and replenishing the ammunition. In general, things are good classics.<br><br>Is it doesn't do i think the trade. Each port has a niche, for you it is rather convenient to suggest which backpacks are more profitable to promote here and the ones to buy. And you'll make money quickly enough by transporting bananas or wood between your neighboring islands.<br><br>Seasickness<br>Generally speaking, the nautical part is most likely the weakest in Sink Again. The trade is convenient, but primitive, goods do not deteriorate, as well as the team does not consume food in the voyage as well as raise an uprising. It doesn't appear to exist whatsoever: the pirates hired by the squad will not modify the ship's behavior in almost any way.<br><br>Storms and rains may occur, but which has no effect on the health of the vessel. Although the boat can perform crashing in a port figure, if you don't lessen the pace of soon enough, and in some cases visit the bottom 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 an extended time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to engage in battle with them before the ship has been pumped is useless. And this situation, which caused the failure of some scenarios, will not stimulate, but annoys - each side hunters wrong in size unpredictable, they are too strong to start with, it is too difficult to destroy clear of them.<br><br>A pirate trait!<br>In the dungeons, the situation is more interesting. It will there be that people perform the main tasks for any script. We carry out it in a very step-by-step mode - we hunt for and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if we have a map on this dungeon as well as a shovel as part of your inventory.<br><br>The achievements all basic actions, the potential risk of hitting / breaking / disabling / duration of movement - everything will depend on the roll of your dice, and also by who performs the action and what machines are on it.
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In Russia, they love games about pirates. They love not just to play, but to ensure they are - remember "Corsairs ".Moreover, Russian developers are incredibly harsh that they can, in splendid isolation, literally in nine months make a task, which, naturally, is Sid Meier's Pirates! will never lay for the back, but has the capacity to attract attention. Really want Sink Again, which happens to be 95% manufactured by a single person - our compatriot, hiding under the nickname Artem Flatcoon. How come is the sport good and what's not so good?<br><br>Sink Again is combining roguelike, games plus some turn-based tactics and the previously mentioned Pirates! There's no full story campaign here, but there are a couple of dozen separate scenarios that may very well be modules, such as a board game.<br><br>And they are all about funny. So, in one, on the part the old pirate-rocker, you need to search throughout the archipelago for his former colleagues, show them the pick or drumsticks to eventually accept to reunite and present a great concert. And at the conclusion of the script, we are asked to fire the ship carrying gunpowder use a grandiose fire show for your concert.<br><br>In other scenarios, we are seeking fake knives for your non-violent bloody ritual that fits the ancestor-honoring, but much more progressive tribe; collecting one of the most stinky bait to catch a whale the size of hawaiian isle; we're also buying heartless man who left your future daughter-in-law right at the wedding ceremony - in the operation it turns out that he literally has no heart, he hid it in exchange for eternal life. Well, everything is within the same spirit.<br><br>My little raft<br>Even so the gameplay itself is quite serious. Scenarios can be carried out at different numbers of difficulty. Along the way, the experience itself occasionally makes "autosaves", if your team dies (for example, after the ship is launched on the bottom), all progress is going to be reset and you'll have to begin with over. The shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets as well as sorts of islands that'll be available over the following playthroughs. Everything is sort of a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we engage a team from the tavern. Initially, there can be a more two pirates in the squad, however, under certain conditions, how many the gang increases. In the same position we equip them the first time (for which you'll encounter enough piastres), select a captain in the workplace (he gives one or another bonus for the whole team), buy food in the marketplace and go out to sea.<br><br>Then the elements of Sid Meier's Pirates begin! We sail on a spead boat between beautiful hawaii (which first need to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates and their hunters are sharpening their teeth on us.<br><br>Therefore, it is far better to function the boat - in lots of ports you will not find only taverns (there you may customize the composition of your detachment) and shops, but also shipyards, where for a certain amount they raises the strength / speed / maneuverability of the vessel or the capacity from the sides for guns. We may also be repairing the boat and replenishing the ammunition. Normally, everything is good classics.<br><br>It is the same with trade. Each port has a market, and there it is rather convenient to point out which goods are more profitable to promote here and those to buy. And earn cash quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is probably the weakest in Sink Again. The trade is best, but primitive, items usually do not deteriorate, as well as the team would not consume food through the voyage as well as doesn't raise an uprising. It won't apparently exist whatsoever: the pirates hired through the squad do not customize the ship's behavior in a way.<br><br>Storms and rains may occur, but this actually also has no effect on the condition of the vessel. But the boat can perform crashing in to a port figure, understand what reduce over time, as well as pay a visit to the bottom of this - physics is also fun here! Well, in principle, something interesting rarely happens while in the sea.<br><br>It happens you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates should come and chase your boat. And to engage in battle together prior to the ship may be pumped is useless. And this situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the appearance of hunters is way too unpredictable, they are too strong initially, it truly is too difficult to interrupt clear of them.<br><br>A pirate trait!<br>Employing the dungeons, the situation is more interesting. It could there be that many of us perform the main tasks for that script. We feature out it in a step-by-step mode - we find and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if there is a map in this dungeon plus a shovel within your inventory.<br><br>The success of all basic actions,  https://www.science-kombat.com/ - [https://www.science-kombat.com/ www.science-kombat.com], the possibility of hitting / breaking / disabling / duration to move - everything relies on the roll in the dice, and by who performs the experience and what gear is on it.

Latest revision as of 08:33, 10 March 2021

In Russia, they love games about pirates. They love not just to play, but to ensure they are - remember "Corsairs ".Moreover, Russian developers are incredibly harsh that they can, in splendid isolation, literally in nine months make a task, which, naturally, is Sid Meier's Pirates! will never lay for the back, but has the capacity to attract attention. Really want Sink Again, which happens to be 95% manufactured by a single person - our compatriot, hiding under the nickname Artem Flatcoon. How come is the sport good and what's not so good?

Sink Again is combining roguelike, games plus some turn-based tactics and the previously mentioned Pirates! There's no full story campaign here, but there are a couple of dozen separate scenarios that may very well be modules, such as a board game.

And they are all about funny. So, in one, on the part the old pirate-rocker, you need to search throughout the archipelago for his former colleagues, show them the pick or drumsticks to eventually accept to reunite and present a great concert. And at the conclusion of the script, we are asked to fire the ship carrying gunpowder use a grandiose fire show for your concert.

In other scenarios, we are seeking fake knives for your non-violent bloody ritual that fits the ancestor-honoring, but much more progressive tribe; collecting one of the most stinky bait to catch a whale the size of hawaiian isle; we're also buying heartless man who left your future daughter-in-law right at the wedding ceremony - in the operation it turns out that he literally has no heart, he hid it in exchange for eternal life. Well, everything is within the same spirit.

My little raft
Even so the gameplay itself is quite serious. Scenarios can be carried out at different numbers of difficulty. Along the way, the experience itself occasionally makes "autosaves", if your team dies (for example, after the ship is launched on the bottom), all progress is going to be reset and you'll have to begin with over. The shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets as well as sorts of islands that'll be available over the following playthroughs. Everything is sort of a typical "bagels ".

And whenever everything starts on Tortuga, where we engage a team from the tavern. Initially, there can be a more two pirates in the squad, however, under certain conditions, how many the gang increases. In the same position we equip them the first time (for which you'll encounter enough piastres), select a captain in the workplace (he gives one or another bonus for the whole team), buy food in the marketplace and go out to sea.

Then the elements of Sid Meier's Pirates begin! We sail on a spead boat between beautiful hawaii (which first need to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates and their hunters are sharpening their teeth on us.

Therefore, it is far better to function the boat - in lots of ports you will not find only taverns (there you may customize the composition of your detachment) and shops, but also shipyards, where for a certain amount they raises the strength / speed / maneuverability of the vessel or the capacity from the sides for guns. We may also be repairing the boat and replenishing the ammunition. Normally, everything is good classics.

It is the same with trade. Each port has a market, and there it is rather convenient to point out which goods are more profitable to promote here and those to buy. And earn cash quickly enough by transporting bananas or wood relating to the neighboring islands.

Seasickness
Normally, the nautical part is probably the weakest in Sink Again. The trade is best, but primitive, items usually do not deteriorate, as well as the team would not consume food through the voyage as well as doesn't raise an uprising. It won't apparently exist whatsoever: the pirates hired through the squad do not customize the ship's behavior in a way.

Storms and rains may occur, but this actually also has no effect on the condition of the vessel. But the boat can perform crashing in to a port figure, understand what reduce over time, as well as pay a visit to the bottom of this - physics is also fun here! Well, in principle, something interesting rarely happens while in the sea.

It happens you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates should come and chase your boat. And to engage in battle together prior to the ship may be pumped is useless. And this situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the appearance of hunters is way too unpredictable, they are too strong initially, it truly is too difficult to interrupt clear of them.

A pirate trait!
Employing the dungeons, the situation is more interesting. It could there be that many of us perform the main tasks for that script. We feature out it in a step-by-step mode - we find and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if there is a map in this dungeon plus a shovel within your inventory.

The success of all basic actions, https://www.science-kombat.com/ - www.science-kombat.com, the possibility of hitting / breaking / disabling / duration to move - everything relies on the roll in the dice, and by who performs the experience and what gear is on it.