Difference between revisions of "SINK AGAIN: OVERVIEW"

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In Russia, https://www.science-kombat.com/ ([https://www.science-kombat.com/ https://www.science-kombat.com/]) they love games about pirates. They love not only to play, but in addition to ensure they are - remember "Corsairs ".Moreover, Russian developers are quite harsh they will, in splendid isolation, literally in nine months make a project, which, naturally, is Sid Meier's Pirates! will never lay around the shoulder blades, but may attract attention. You want Sink Again, which is 95% made by anyone - our compatriot, hiding within the nickname Artem Flatcoon. Why is the experience good and what is not delicious?<br><br>Sink Again is a variety of roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! There is no full story campaign here, but there are around two dozen separate scenarios that can be considered modules, similar to a board game.<br><br>And almost all about funny. So, in one, on the part the actual pirate-rocker, you should search all around the archipelago for his former colleagues, show them sometimes a pick or drumsticks so they eventually agree with reunite and allow a great concert. And after the script, i am asked to fire the ship carrying gunpowder to supply a grandiose fire show to the concert.<br><br>In other scenarios, we are seeking fake knives for a non-violent bloody ritual that fits the ancestor-honoring, but additional progressive tribe; collecting the most stinky bait to hook a whale how big the an island; we have been trying to find a heartless man who left his partner right at the wedding ceremony - at the same time apparently he literally doesn't have heart, he hid it to acquire eternal life. Well, everything is with the same spirit.<br><br>My little raft<br>But the gameplay itself is quite serious. Scenarios can be performed at different numbers of difficulty. In the process, the overall game itself occasionally makes "autosaves", yet, if your team dies (for example, as soon as the ship is launched to the bottom), all progress is going to be reset you'll also find to get started on over. The industry shame, because passage of every scenario unlocks new items, characters, their traits, pets and in some cases kinds of islands that is to be available over the following playthroughs. Everything is like a typical "bagels ".<br><br>And every time everything starts on Tortuga, where we work with a team while in the tavern. Initially, there could be a maximum of two pirates inside of a squad, but then, under certain conditions, the amount of the gang increases. In the same location we equip them the first time (for which you will see enough piastres), pick a captain on the job (he gives one or another advantage to your whole team), buy food available and go out to sea.<br><br>Then the components of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first has to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates along with hunters are sharpening their teeth on us.<br><br>Therefore, it is advisable to pump the boat - in numerous ports there's not only taverns (there you'll be able to affect the composition from the detachment) and shops, but will also shipyards, where for a certain amount they raises the strength / speed / maneuverability of the vessel or the capacity with the sides for guns. We may also be repairing the boat and replenishing the ammunition. In general, things good classics.<br><br>This is the same goes with trade. Each port has industry, and then there it is especially convenient to indicate which products are more profitable selling here and those to buy. And you can earn a living quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>In general, the nautical part is most likely the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, as well as the team isn't going to consume food over the voyage and will not raise an uprising. Doesn't necessarily often exist by any means: the pirates hired from the squad never get a new ship's behavior in a way.<br><br>Storms and rains may occur, but this also has no effect on the condition of the vessel. Even so the boat is capable of doing crashing right port figure, if you do not slow down at some point, and even head to the bottom of this - physics is likewise fun here! Well, in principle, something interesting rarely happens within the sea.<br><br>It occurs that you just swim for a long time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to take part in battle along with them before ship is pumped is useless. This also situation, which caused the failure of some scenarios, will not stimulate, but annoys - the appearance of hunters is way too unpredictable, too strong at the beginning, it is too difficult to get rid of away from them.<br><br>A pirate trait!<br>However in the dungeons, the relationship is more interesting. It perhaps there is we perform the leading tasks for your script. We stock out it within a step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if there's a map of your dungeon and also a shovel as part of your inventory.<br><br>The achievements of all basic actions, the chance of hitting / breaking / disabling / duration of motion - everything depends upon the roll on the dice, in addition to by who performs the action and what gear 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.