Difference between revisions of "SINK AGAIN: OVERVIEW"

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In Russia, they love games about pirates. They love not just to play, but in addition to be - remember "Corsairs ".Moreover, Russian developers are quite harsh that they'll, in splendid isolation, literally in nine months make a task, which, of course, is Sid Meier's Pirates! is not going to lay within the shoulder blades, but has the capacity to attract attention. It comes down to Sink Again, which happens to be 95% produced by one person - our compatriot, hiding under the nickname Artem Flatcoon. Why is the sport good and what's not so competent?<br><br>Sink Again is the variety of roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but there are actually about 2 dozen separate scenarios that could be modules, like in a board game.<br><br>And all of them are approximately funny. So, a single, regarding the existing pirate-rocker, you must search on archipelago for his former colleagues, demonstrate to them either a pick or drumsticks so they eventually say yes to reunite and offer a great concert. And at the conclusion of the script, we're also asked to properly fire the ship carrying gunpowder to supply a grandiose fire show with the concert.<br><br>In other scenarios, we are seeking fake knives for your non-violent bloody ritual that fits the ancestor-honoring, but far more progressive tribe; collecting the best stinky bait to catch a whale the length of hawaiian isle; we are buying heartless man who left his bride right at wedding - in the process evidently he literally lacks the 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 may be at different degrees of difficulty. In the act, the sport itself occasionally makes "autosaves", but rather if your team dies (for example, after the ship is launched to the bottom), all progress might be reset and you will have to get started over. That is a shame, considering that the passage for each scenario unlocks new items, characters, their traits, pets as well as kinds of islands which will be available next playthroughs. Everything is sort of a typical "bagels ".<br><br>And when everything starts on Tortuga, where we work with a team inside tavern. Initially, there generally is a more two pirates in a squad, then again, under certain conditions, the volume of the gang increases. In the same place we equip them the first time (for which there'll be enough piastres), https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) select a captain at the office (he gives one or another bonus to your whole team), buy food that you can buy and go out to sea.<br><br>Then an components of Sid Meier's Pirates begin! We sail on a speed boat between the islands (which first should be found), each of us can attack other ships, firing cannonballs and boarding. But other pirates along with hunters will also be sharpening their teeth on us.<br><br>Therefore, advertising and marketing to function the boat - in a great many ports there are not only taverns (there you may change the composition of the detachment) and shops, but will also shipyards, where for a payment they increase the strength / speed / maneuverability of the vessel or the capability with the sides for guns. We are also repairing the boat and replenishing the ammunition. In general, things are all in accordance with the classics.<br><br>It does not take same with trade. Each port has market, high it's very convenient to point out which items are more profitable to trade here and those to buy. And you'll generate income quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is possibly the weakest in Sink Again. The trade works, but primitive, materials usually do not deteriorate, as well as the team would not consume food while in the voyage as well as raise an uprising. No seem to exist whatsoever: the pirates hired from the squad usually do not impact the ship's behavior in every way.<br><br>Storms and rains may occur, but this has no effect on the healthiness of the vessel. However the boat can do crashing right port figure, if you do not decrease soon enough, and even go to the bottom of this - physics can be fun here! Well, in principle, something interesting rarely happens from the sea.<br><br>It occurs for you to swim for a long time, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to get acquainted with battle together before the ship has been pumped is useless. This situation, which caused the failure of some scenarios, will not stimulate, but annoys - the look of hunters is too unpredictable, they are too strong to begin with, it truly is too difficult to destroy from them.<br><br>A pirate trait!<br>However in the dungeons, the relationship is more interesting. It is there we perform the main tasks for any script. We stock out it inside a step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if there exists a map of the dungeon and a shovel in the inventory.<br><br>The prosperity of all basic actions, the danger of hitting / breaking / disabling / duration of movement - everything is determined by the roll in the dice, in addition to by who performs the action and what tools 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.