Difference between revisions of "SINK AGAIN: OVERVIEW"

From Knebworth Community
m
m
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
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.
+
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.