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 in addition to be - remember "Corsairs ".Moreover, Russian developers are really harsh they will, in splendid isolation, literally in nine months make a task, which, not surprisingly, is Sid Meier's Pirates! will not likely lay for the muscles, but will be able to attract attention. It's about Sink Again, and that is 95% produced by one individual - our compatriot, hiding under the nickname Artem Flatcoon. Why is the adventure good and what's not so competent?<br><br>Sink Again is a variety of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There is no full story campaign here, but you will discover about 2 dozen separate scenarios that can be viewed modules, such as a board game.<br><br>And just about all approximately funny. So, within a, for the earlier pirate-rocker, you must search everywhere in the archipelago for his former colleagues, imply to them either a pick or drumsticks so they eventually consent to reunite and give a wonderful concert. And after the script, https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) we are asked to properly fire the ship carrying gunpowder to supply a grandiose fire show for that concert.<br><br>In other scenarios, we are trying to find fake knives for just a non-violent bloody ritual fitting the ancestor-honoring, but a great deal more progressive tribe; collecting essentially the most stinky bait to catch a whale the length of a tropical; were trying to find a heartless man who left his partner right at the wedding - along the way it turns out that he literally does not have any heart, he hid it to acquire eternal life. Well, everything is with the same spirit.<br><br>My little raft<br>Though the gameplay is quite serious. Scenarios can be at different numbers of difficulty. Along the way, the overall game itself occasionally makes "autosaves", if a team dies (for example, following ship is launched on the bottom), all progress will likely be reset you'll also find to begin over. That is a shame, because the passage of each one scenario unlocks new items, characters, their traits, pets and in some cases forms of islands that will be available over the following playthroughs. Everything is like a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we employ a team while in the tavern. Initially, there generally is a maximum of two pirates in a very squad, but then, under certain conditions, the number of the gang increases. In the same position we equip them the very first time (for which you will see enough piastres), opt for a captain in the workplace (he gives one or another advantage on the whole team), buy food in the marketplace and visit sea.<br><br>Then the portions of Sid Meier's Pirates begin! We sail on a boat between hawaii (which first should be found), basically 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 several ports there aren't only taverns (there you may modify the composition on the detachment) and shops, and also shipyards, where for a certain amount they raises the strength / speed / maneuverability of your vessel or the capability of your sides for guns. We are also repairing the boat and replenishing the ammunition. Normally, it is all totally using the classics.<br><br>It's the doing the laundry trade. Each port has a niche, and then there it is extremely convenient to point which merchandise is more profitable to offer here and the ones to buy. And earn money quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>Generally, the nautical part is maybe the weakest in Sink Again. The trade works, but primitive, items tend not to deteriorate, and the team doesn't consume food during the voyage as well as raise an uprising. No find a way to exist in any way: the pirates hired from the squad never get a new ship's behavior in a different way.<br><br>Storms and rains may occur, but this actually also does not affect the health of the vessel. Although the boat is capable of doing crashing to a port figure, if you don't decelerate over time, and perhaps pay a visit to the base of this - physics is usually fun here! Well, in principle, something interesting rarely happens in the sea.<br><br>It happens that you swim for an extended time, without meeting anyone, but at the most inopportune moment hunters for pirates should come and chase your boat. And to get acquainted with battle using them till the ship continues to be pumped is useless. This situation, which caused the failure of some scenarios, would not stimulate, but annoys - ugly hunters is just too unpredictable, they are too strong initially, it truly is too difficult to get rid of from them.<br><br>A pirate trait!<br>In the dungeons, everything is more interesting. It could there be that individuals perform the key tasks for the script. We supply out it in a step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if there exists a map in this dungeon along with a shovel with your inventory.<br><br>The success of all basic actions, risking potential hitting / breaking / disabling / duration of motion - everything depends on the roll of your dice, and 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.