Difference between revisions of "SINK AGAIN: OVERVIEW"

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In Russia, they love games about pirates. They love not only to play, but will also to ensure they are - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, of course, https://www.science-kombat.com/ [[https://www.science-kombat.com/ www.science-kombat.com]] is Sid Meier's Pirates! won't lay on the back, but has the ability to attract attention. You want Sink Again, which can be 95% of a single person - our compatriot, hiding beneath the nickname Artem Flatcoon. Exactly why is the adventure good and what's not flexible?<br><br>Sink Again is a variety of roguelike, games plus some turn-based tactics and these Pirates! There isn't a full story campaign here, but you'll find about 2 dozen separate scenarios that can be viewed as modules, like in a board game.<br><br>And all of them are more or less funny. So, in one, with respect to the actual pirate-rocker, you must search all around the archipelago for his former colleagues, suggest to them sometimes a pick or drumsticks to make sure they eventually agree to reunite and give a grand concert. And at the conclusion of the script, we are asked to properly fire the ship carrying gunpowder to supply a grandiose fire show to the concert.<br><br>In other scenarios, we are trying to find fake knives to get a non-violent bloody ritual which fits the ancestor-honoring, but considerably more progressive tribe; collecting the most stinky bait to capture a whale the length of an island; we are buying heartless man who left his partner right at the marriage - at the same time evidently , 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>However the gameplay itself is quite serious. Scenarios can be performed at different numbers of difficulty. Along the way, the action itself occasionally makes "autosaves", if a team dies (for example, after the ship is launched towards bottom), all progress are going to be reset you'll also find to start out over. This is a shame, since the passage of each one scenario unlocks new items, characters, their traits, pets and also kinds of islands that will be available over the following playthroughs. Everything is sort of a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we employ a team inside the tavern. Initially, there might be a maximum of two pirates in a squad, then again, under certain conditions, the quantity of the gang increases. In the same place we equip them the first time (for which you will see enough piastres), select a captain on the job (he gives one or another advantage towards the whole team), buy food out there and go out to sea.<br><br>Then this portions of Sid Meier's Pirates begin! We sail on a ship between hawaii (which first should be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and hunters are also sharpening their teeth on us.<br><br>Therefore, it is better to function the boat - in a great many ports there are not only taverns (there you can get a new composition from the detachment) and shops, but will also shipyards, where for a payment they raises the strength / speed / maneuverability of your vessel or the capacity with the sides for guns. We also are repairing the boat and replenishing the ammunition. Normally, things are in line with the classics.<br><br>It's the same with trade. Each port has a niche, where there it is extremely convenient to show which items are more profitable to trade here and those to buy. And earn cash quickly enough by transporting bananas or wood between the neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is the weakest in Sink Again. The trade is best, but primitive, items do not deteriorate, and also the team would not consume food during the voyage as well as raise an uprising. No find a way to exist in the least: the pirates hired by the squad do not modify the ship's behavior in different way.<br><br>Storms and rains may occur, but this too has no effect on the fitness of the vessel. Although the boat can perform crashing right port figure, if you don't decelerate with time, and also pay a visit to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside sea.<br><br>It happens which you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to get familiar with battle together before ship has become pumped is useless. Which situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the style of hunters is too unpredictable, too strong in the beginning, it truly is too hard to sneak clear of them.<br><br>A pirate trait!<br>Employing the dungeons, everything is more interesting. It can there be that individuals perform the main tasks for any script. We supply out it inside a step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if you will find a map of your dungeon including a shovel in the inventory.<br><br>The achievements all basic actions, the risk of hitting / breaking / disabling / duration of motion - everything depends on the roll from the dice, in addition to by who performs the experience and what products are on it.
+
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.