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 Russia, https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) they love games about pirates. They love not just to play, but in addition include them as - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! will never lay about the shoulder blades, but can attract attention. It is more about Sink Again, and that is 95% manufactured by one person - our compatriot, hiding in the nickname Artem Flatcoon. Exactly why is the adventure 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's no full story campaign here, but you can find around two dozen separate scenarios that can be viewed modules, similar to a board game.<br><br>And they all are pretty much funny. So, in a single, on the part of the previous pirate-rocker, you must search all over the archipelago for his former colleagues, imply to them whether pick or drumsticks to make sure they eventually accept to reunite and provides a good concert. And following the script, we're asked to correctly fire the ship carrying gunpowder use a grandiose fire show for any concert.<br><br>In other scenarios, we are seeking fake knives for any non-violent bloody ritual which fits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to trap a whale how big is a tropical; we have been buying heartless man who left his bride-to-be right at wedding ceremony - in the operation apparently , he literally doesn't have a heart, he hid it in substitution for eternal life. Well, everything consistantly improves same spirit.<br><br>My little raft<br>However the gameplay itself is quite serious. Scenarios can be carried out at different degrees of difficulty. In the process, the game itself occasionally makes "autosaves", but rather if your team dies (for example, following your ship is launched towards the bottom), all progress is going to be reset will probably have to start out over. That is a shame, as the passage of each scenario unlocks new items, characters, their traits, pets and in many cases forms of islands that will be available yearly playthroughs. Everything is sort of a typical "bagels ".<br><br>And anytime everything starts on Tortuga, where we employ a team in the tavern. Initially, there generally is a more two pirates within a squad, but, under certain conditions, the number of the gang increases. In the same place we equip them initially (for which it will have enough piastres), decide on a captain at work (he gives one or another advantage towards the whole team), buy food available and visit sea.<br><br>Then an aspects of Sid Meier's Pirates begin! We sail on a boat between hawaii (which first must be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters are also sharpening their teeth on us.<br><br>Therefore, marketing and advertising to pump the boat - in many ports there are not only taverns (there you can customize the composition from the detachment) and shops, but will also shipyards, where for a certain quantity they increase the strength / speed / maneuverability in the vessel or the ability of your sides for guns. We will also be repairing the boat and replenishing the ammunition. In general, things are according to the classics.<br><br>This is the do i think the trade. Each port has a place, and there it is rather convenient to indicate which backpacks are more profitable to offer here and which ones to buy. And you'll make money quickly enough by transporting bananas or wood regarding the neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is possibly the weakest in Sink Again. The trade is convenient, but primitive, the items usually do not deteriorate, along with the team isn't going to consume food through the voyage and doesn't raise an uprising. No appear to exist in any respect: the pirates hired because of the squad usually do not change the ship's behavior in almost any way.<br><br>Storms and rains may occur, but and also this does not affect the condition of the vessel. However the boat can do crashing right into a port figure, if you don't reduce at some point, and in many cases head to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens inside the sea.<br><br>It happens you swim for a long time, without meeting anyone, but at the most inopportune moment hunters for pirates arrive and chase your boat. And to get acquainted with battle with these before ship may be pumped is useless. Which situation, which caused the failure of some scenarios, would not stimulate, but annoys - the look off hunters is just too unpredictable, too strong at the beginning, it truly is too difficult to destroy from them.<br><br>A pirate trait!<br>But in the dungeons, the relationship is more interesting. It perhaps there is that people perform the primary tasks for your script. We feature out it inside a step-by-step mode - we hunt for and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if there's a map on this dungeon and a shovel in the inventory.<br><br>The prosperity of all basic actions, the possibility of hitting / breaking / disabling / duration of movement - everything is dependent upon the roll with the dice, as well as by who performs the experience and what gear is on it. |
Revision as of 14:43, 24 January 2021
In Russia, https://www.science-kombat.com/ (www.science-kombat.com) they love games about pirates. They love not just to play, but in addition include them as - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! will never lay about the shoulder blades, but can attract attention. It is more about Sink Again, and that is 95% manufactured by one person - our compatriot, hiding in the nickname Artem Flatcoon. Exactly why is the adventure good and what is not delicious?
Sink Again is a variety of roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! There's no full story campaign here, but you can find around two dozen separate scenarios that can be viewed modules, similar to a board game.
And they all are pretty much funny. So, in a single, on the part of the previous pirate-rocker, you must search all over the archipelago for his former colleagues, imply to them whether pick or drumsticks to make sure they eventually accept to reunite and provides a good concert. And following the script, we're asked to correctly fire the ship carrying gunpowder use a grandiose fire show for any concert.
In other scenarios, we are seeking fake knives for any non-violent bloody ritual which fits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to trap a whale how big is a tropical; we have been buying heartless man who left his bride-to-be right at wedding ceremony - in the operation apparently , he literally doesn't have a heart, he hid it in substitution for eternal life. Well, everything consistantly improves same spirit.
My little raft
However the gameplay itself is quite serious. Scenarios can be carried out at different degrees of difficulty. In the process, the game itself occasionally makes "autosaves", but rather if your team dies (for example, following your ship is launched towards the bottom), all progress is going to be reset will probably have to start out over. That is a shame, as the passage of each scenario unlocks new items, characters, their traits, pets and in many cases forms of islands that will be available yearly playthroughs. Everything is sort of a typical "bagels ".
And anytime everything starts on Tortuga, where we employ a team in the tavern. Initially, there generally is a more two pirates within a squad, but, under certain conditions, the number of the gang increases. In the same place we equip them initially (for which it will have enough piastres), decide on a captain at work (he gives one or another advantage towards the whole team), buy food available and visit sea.
Then an aspects of Sid Meier's Pirates begin! We sail on a boat between hawaii (which first must be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters are also sharpening their teeth on us.
Therefore, marketing and advertising to pump the boat - in many ports there are not only taverns (there you can customize the composition from the detachment) and shops, but will also shipyards, where for a certain quantity they increase the strength / speed / maneuverability in the vessel or the ability of your sides for guns. We will also be repairing the boat and replenishing the ammunition. In general, things are according to the classics.
This is the do i think the trade. Each port has a place, and there it is rather convenient to indicate which backpacks are more profitable to offer here and which ones to buy. And you'll make money quickly enough by transporting bananas or wood regarding the neighboring islands.
Seasickness
Normally, the nautical part is possibly the weakest in Sink Again. The trade is convenient, but primitive, the items usually do not deteriorate, along with the team isn't going to consume food through the voyage and doesn't raise an uprising. No appear to exist in any respect: the pirates hired because of the squad usually do not change the ship's behavior in almost any way.
Storms and rains may occur, but and also this does not affect the condition of the vessel. However the boat can do crashing right into a port figure, if you don't reduce at some point, and in many cases head to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens inside the sea.
It happens you swim for a long time, without meeting anyone, but at the most inopportune moment hunters for pirates arrive and chase your boat. And to get acquainted with battle with these before ship may be pumped is useless. Which situation, which caused the failure of some scenarios, would not stimulate, but annoys - the look off hunters is just too unpredictable, too strong at the beginning, it truly is too difficult to destroy from them.
A pirate trait!
But in the dungeons, the relationship is more interesting. It perhaps there is that people perform the primary tasks for your script. We feature out it inside a step-by-step mode - we hunt for and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if there's a map on this dungeon and a shovel in the inventory.
The prosperity of all basic actions, the possibility of hitting / breaking / disabling / duration of movement - everything is dependent upon the roll with the dice, as well as by who performs the experience and what gear is on it.