Difference between revisions of "SINK AGAIN: OVERVIEW"
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− | In Russia, they love games about pirates. They love not only to play, but | + | In Russia, they love games about pirates. They love not only to play, but will also to ensure they are - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, of course, https://www.science-kombat.com/ [[https://www.science-kombat.com/ www.science-kombat.com]] is Sid Meier's Pirates! won't lay on the back, but has the ability to attract attention. You want Sink Again, which can be 95% of a single person - our compatriot, hiding beneath the nickname Artem Flatcoon. Exactly why is the adventure good and what's not flexible?<br><br>Sink Again is a variety of roguelike, games plus some turn-based tactics and these Pirates! There isn't a full story campaign here, but you'll find about 2 dozen separate scenarios that can be viewed as modules, like in a board game.<br><br>And all of them are more or less funny. So, in one, with respect to the actual pirate-rocker, you must search all around the archipelago for his former colleagues, suggest to them sometimes a pick or drumsticks to make sure they eventually agree to reunite and give a grand concert. And at the conclusion of the script, we are asked to properly fire the ship carrying gunpowder to supply a grandiose fire show to the concert.<br><br>In other scenarios, we are trying to find fake knives to get a non-violent bloody ritual which fits the ancestor-honoring, but considerably more progressive tribe; collecting the most stinky bait to capture a whale the length of an island; we are buying heartless man who left his partner right at the marriage - at the same time evidently , 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>However the gameplay itself is quite serious. Scenarios can be performed at different numbers of difficulty. Along the way, the action itself occasionally makes "autosaves", if a team dies (for example, after the ship is launched towards bottom), all progress are going to be reset you'll also find to start out over. This is a shame, since the passage of each one scenario unlocks new items, characters, their traits, pets and also kinds of islands that will be available over the following playthroughs. Everything is sort of a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we employ a team inside the tavern. Initially, there might be a maximum of two pirates in a squad, then again, under certain conditions, the quantity of the gang increases. In the same place we equip them the first time (for which you will see enough piastres), select a captain on the job (he gives one or another advantage towards the whole team), buy food out there and go out to sea.<br><br>Then this portions of Sid Meier's Pirates begin! We sail on a ship between hawaii (which first should be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and hunters are also sharpening their teeth on us.<br><br>Therefore, it is better to function the boat - in a great many ports there are not only taverns (there you can get a new composition from the detachment) and shops, but will also shipyards, where for a payment they raises the strength / speed / maneuverability of your vessel or the capacity with the sides for guns. We also are repairing the boat and replenishing the ammunition. Normally, things are in line with the classics.<br><br>It's the same with trade. Each port has a niche, where there it is extremely convenient to show which items are more profitable to trade here and those to buy. And earn cash quickly enough by transporting bananas or wood between the neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is the weakest in Sink Again. The trade is best, but primitive, items do not deteriorate, and also the team would not consume food during the voyage as well as raise an uprising. No find a way to exist in the least: the pirates hired by the squad do not modify the ship's behavior in different way.<br><br>Storms and rains may occur, but this too has no effect on the fitness of the vessel. Although the boat can perform crashing right port figure, if you don't decelerate with time, and also pay a visit to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside sea.<br><br>It happens which you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to get familiar with battle together before ship has become pumped is useless. Which situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the style of hunters is too unpredictable, too strong in the beginning, it truly is too hard to sneak clear of them.<br><br>A pirate trait!<br>Employing the dungeons, everything is more interesting. It can there be that individuals perform the main tasks for any script. We supply out it inside a step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if you will find a map of your dungeon including a shovel in the inventory.<br><br>The achievements all basic actions, the risk of hitting / breaking / disabling / duration of motion - everything depends on the roll from the dice, in addition to by who performs the experience and what products are on it. |
Revision as of 18:21, 9 March 2021
In Russia, they love games about pirates. They love not only to play, but will also to ensure they are - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, of course, https://www.science-kombat.com/ [www.science-kombat.com] is Sid Meier's Pirates! won't lay on the back, but has the ability to attract attention. You want Sink Again, which can be 95% of a single person - our compatriot, hiding beneath the nickname Artem Flatcoon. Exactly why is the adventure good and what's not flexible?
Sink Again is a variety of roguelike, games plus some turn-based tactics and these Pirates! There isn't a full story campaign here, but you'll find about 2 dozen separate scenarios that can be viewed as modules, like in a board game.
And all of them are more or less funny. So, in one, with respect to the actual pirate-rocker, you must search all around the archipelago for his former colleagues, suggest to them sometimes a pick or drumsticks to make sure they eventually agree to reunite and give a grand concert. And at the conclusion of the script, we are asked to properly fire the ship carrying gunpowder to supply a grandiose fire show to the concert.
In other scenarios, we are trying to find fake knives to get a non-violent bloody ritual which fits the ancestor-honoring, but considerably more progressive tribe; collecting the most stinky bait to capture a whale the length of an island; we are buying heartless man who left his partner right at the marriage - at the same time evidently , he literally does not have any heart, he hid it in return for eternal life. Well, everything is incorporated in the same spirit.
My little raft
However the gameplay itself is quite serious. Scenarios can be performed at different numbers of difficulty. Along the way, the action itself occasionally makes "autosaves", if a team dies (for example, after the ship is launched towards bottom), all progress are going to be reset you'll also find to start out over. This is a shame, since the passage of each one scenario unlocks new items, characters, their traits, pets and also kinds of islands that will be available over the following playthroughs. Everything is sort of a typical "bagels ".
And whenever everything starts on Tortuga, where we employ a team inside the tavern. Initially, there might be a maximum of two pirates in a squad, then again, under certain conditions, the quantity of the gang increases. In the same place we equip them the first time (for which you will see enough piastres), select a captain on the job (he gives one or another advantage towards the whole team), buy food out there and go out to sea.
Then this portions of Sid Meier's Pirates begin! We sail on a ship between hawaii (which first should be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and hunters are also sharpening their teeth on us.
Therefore, it is better to function the boat - in a great many ports there are not only taverns (there you can get a new composition from the detachment) and shops, but will also shipyards, where for a payment they raises the strength / speed / maneuverability of your vessel or the capacity with the sides for guns. We also are repairing the boat and replenishing the ammunition. Normally, things are in line with the classics.
It's the same with trade. Each port has a niche, where there it is extremely convenient to show which items are more profitable to trade here and those to buy. And earn cash quickly enough by transporting bananas or wood between the neighboring islands.
Seasickness
Normally, the nautical part is the weakest in Sink Again. The trade is best, but primitive, items do not deteriorate, and also the team would not consume food during the voyage as well as raise an uprising. No find a way to exist in the least: the pirates hired by the squad do not modify the ship's behavior in different way.
Storms and rains may occur, but this too has no effect on the fitness of the vessel. Although the boat can perform crashing right port figure, if you don't decelerate with time, and also pay a visit to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside sea.
It happens which you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to get familiar with battle together before ship has become pumped is useless. Which situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the style of hunters is too unpredictable, too strong in the beginning, it truly is too hard to sneak clear of them.
A pirate trait!
Employing the dungeons, everything is more interesting. It can there be that individuals perform the main tasks for any script. We supply out it inside a step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if you will find a map of your dungeon including a shovel in the inventory.
The achievements all basic actions, the risk of hitting / breaking / disabling / duration of motion - everything depends on the roll from the dice, in addition to by who performs the experience and what products are on it.