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 will also and have - remember "Corsairs ".Moreover, Russian developers are quite harsh that they can, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! is not going to lay to the back, but may attract attention. Really want Sink Again, and that is 95% created by anyone - our compatriot,  https://www.science-kombat.com/; [https://www.science-kombat.com/ written by Science Kombat], hiding in the nickname Artem Flatcoon. Why is the sport good and what's not so excellent?<br><br>Sink Again is combining roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but there are actually around two dozen separate scenarios that will be modules, as with a board game.<br><br>And all of them are more or less funny. So, in a single, for that old pirate-rocker, you need to search everywhere in the archipelago for his former colleagues, demonstrate to them pick or drumsticks to eventually accept reunite and give a good 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 for the concert.<br><br>In other scenarios, we want fake knives for your non-violent bloody ritual that fits the ancestor-honoring, but much more progressive tribe; collecting by far the most stinky bait to find a whale the length of hawaiian isle; we're buying heartless man who left your future daughter-in-law right at the marriage - at the same time evidently , he literally doesn't have any heart, he hid it in substitution for eternal life. Well, everything is within the same spirit.<br><br>My little raft<br>Though the gameplay is quite serious. Scenarios can be at different numbers of difficulty. In the process, the experience itself occasionally makes "autosaves", if you are team dies (for example, as soon as the ship is launched to your bottom), all progress is going to be reset will probably have to begin with over. Which is a shame, because passage of each scenario unlocks new items, characters, their traits, pets and perhaps sorts of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".<br><br>And when everything starts on Tortuga, where we use a team inside the tavern. Initially, there can be a maximum of two pirates within a squad, but then, under certain conditions, how many the gang increases. In the same location we equip them for the first time (for which there will be enough piastres), choose a captain at work (he gives one or another bonus to the whole team), buy food that you can buy and visit sea.<br><br>Then an elements of Sid Meier's Pirates begin! We sail on a spead boat between beautiful hawaii (which first have to be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates along with their hunters will also be sharpening their teeth on us.<br><br>Therefore, marketing and advertising to function the boat - in several ports there are now not only taverns (there you can affect the composition from the detachment) and shops, but will also shipyards, where for a payment they increase the strength / speed / maneuverability in the vessel or the proportions with the sides for guns. We can also be repairing the boat and replenishing the ammunition. Generally, it is all totally according to the classics.<br><br>It does not take do i think the trade. Each port has a market, high it is rather convenient to indicate which bags are more profitable to trade here and the ones that to buy. And you will earn cash quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>On the whole, the nautical part is probably the weakest in Sink Again. The trade is best, but primitive, goods will not deteriorate, and also the team would not consume food over the voyage and will not raise an uprising. It doesn't manage to exist in any way: the pirates hired because of the squad will not impact the ship's behavior in any way.<br><br>Storms and rains may occur, but which has no effect on the healthiness of the vessel. Although the boat can do crashing to a port figure, if you don't decrease in time, and also pay a visit to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens within the sea.<br><br>It occurs you swim for many years, without meeting anyone, but at the most inopportune moment hunters for pirates can come and chase your boat. And to learn battle together prior to the ship have been pumped is useless. And also this situation, which caused the failure of some scenarios, would not stimulate, but annoys - ugly hunters wrong in size unpredictable, too strong at first, it truly is too difficult to interrupt far from them.<br><br>A pirate trait!<br>Playing with the dungeons, everything is more interesting. It perhaps there is that any of us perform the primary tasks with the script. We carry 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's a map with this dungeon and a shovel inside your inventory.<br><br>The success of all basic actions, the chance of hitting / breaking / disabling / duration of motion - everything will depend on the roll on the dice, along with 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 only to play, but also to make them - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, certainly, is Sid Meier's Pirates! will not lay for the shoulder muscles, but is able to attract attention. It is more about Sink Again,  https://www.science-kombat.com/ ([https://www.science-kombat.com/ visit the up coming site]) which happens to be 95% made by anyone - our compatriot, hiding below the nickname Artem Flatcoon. Exactly why is the action good and what is not so good?<br><br>Sink Again is combining roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but you will discover about 2 dozen separate scenarios that can be viewed as modules, similar to a board game.<br><br>And almost all pretty much funny. So, in one, on behalf of the old pirate-rocker, it is advisable to search everywhere over the archipelago for his former colleagues, prove to them the pick or drumsticks so that they eventually say yes to reunite and give a grand concert. And at the end of the script, we're asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for the concert.<br><br>In other scenarios, we are trying to find fake knives for any non-violent bloody ritual that suits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to catch a whale the dimensions of hawaiian isle; we're also buying heartless man who left his bride right at your wedding day - in the act it turns out that 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>Nevertheless the gameplay itself is quite serious. Scenarios can be executed at different levels of difficulty. In the act, the adventure itself occasionally makes "autosaves", if your team dies (for example, once the ship is launched on the bottom), all progress will probably be reset you'll also find to begin over. Which is a shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets and also varieties of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".<br><br>And anytime everything starts on Tortuga, where we engage a team inside the tavern. Initially, there can be quite a more two pirates in a very squad, but, under certain conditions, the number of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), select a captain at work (he gives one or another bonus on the whole team), buy food in the marketplace and visit sea.<br><br>Next the parts of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first need to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters will also be sharpening their teeth on us.<br><br>Therefore, it is better to pump the boat - in numerous ports there's not only taverns (there you'll be able to change the composition of your detachment) and shops, but also shipyards, where for a quantity they grows the strength / speed / maneuverability of the vessel or the proportions in the sides for guns. We will also be repairing the boat and replenishing the ammunition. On the whole, everything is according to the classics.<br><br>It is the same goes with trade. Each port has a place, and there it is very convenient to point which goods are more profitable to market here and which ones to buy. And you can earn cash quickly enough by transporting bananas or wood involving the neighboring islands.<br><br>Seasickness<br>Generally speaking, the nautical part is the weakest in Sink Again. The trade is best, but primitive, the items never deteriorate, and the team would not consume food through the voyage as well as raise an uprising. This doesn't happen appear to exist by any means: the pirates hired from the squad usually do not customize the ship's behavior in a way.<br><br>Storms and rains may occur, but and also this has no effect on the health of the vessel. Though the boat can perform crashing right into a port figure, if you don't decrease on time, and also check out the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens inside the sea.<br><br>It occurs that you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates can come and chase your boat. And to get familiar with battle using them before the ship have been pumped is useless. This also situation, which caused the failure of some scenarios, won't stimulate, but annoys - the style of hunters wrong in size unpredictable, they are too strong in the beginning, it truly is too hard to interrupt from them.<br><br>A pirate trait!<br>Playing with the dungeons, the situation is more interesting. It perhaps there is that individuals perform the key tasks for any script. We feature out it in a step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if there exists a map on this dungeon along with a shovel with your inventory.<br><br>The success of all basic actions, risking potential hitting / breaking / disabling / duration of movement - everything is dependent upon the roll from the dice, along with by who performs the action and what products are on it.

Revision as of 07:56, 22 January 2021

In Russia, they love games about pirates. They love not only to play, but also to make them - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, certainly, is Sid Meier's Pirates! will not lay for the shoulder muscles, but is able to attract attention. It is more about Sink Again, https://www.science-kombat.com/ (visit the up coming site) which happens to be 95% made by anyone - our compatriot, hiding below the nickname Artem Flatcoon. Exactly why is the action good and what is not so good?

Sink Again is combining roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but you will discover about 2 dozen separate scenarios that can be viewed as modules, similar to a board game.

And almost all pretty much funny. So, in one, on behalf of the old pirate-rocker, it is advisable to search everywhere over the archipelago for his former colleagues, prove to them the pick or drumsticks so that they eventually say yes to reunite and give a grand concert. And at the end of the script, we're asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for the concert.

In other scenarios, we are trying to find fake knives for any non-violent bloody ritual that suits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to catch a whale the dimensions of hawaiian isle; we're also buying heartless man who left his bride right at your wedding day - in the act it turns out that he literally doesn't have heart, he hid it to acquire eternal life. Well, everything is with the same spirit.

My little raft
Nevertheless the gameplay itself is quite serious. Scenarios can be executed at different levels of difficulty. In the act, the adventure itself occasionally makes "autosaves", if your team dies (for example, once the ship is launched on the bottom), all progress will probably be reset you'll also find to begin over. Which is a shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets and also varieties of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".

And anytime everything starts on Tortuga, where we engage a team inside the tavern. Initially, there can be quite a more two pirates in a very squad, but, under certain conditions, the number of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), select a captain at work (he gives one or another bonus on the whole team), buy food in the marketplace and visit sea.

Next the parts of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first need to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters will also be sharpening their teeth on us.

Therefore, it is better to pump the boat - in numerous ports there's not only taverns (there you'll be able to change the composition of your detachment) and shops, but also shipyards, where for a quantity they grows the strength / speed / maneuverability of the vessel or the proportions in the sides for guns. We will also be repairing the boat and replenishing the ammunition. On the whole, everything is according to the classics.

It is the same goes with trade. Each port has a place, and there it is very convenient to point which goods are more profitable to market here and which ones to buy. And you can earn cash quickly enough by transporting bananas or wood involving the neighboring islands.

Seasickness
Generally speaking, the nautical part is the weakest in Sink Again. The trade is best, but primitive, the items never deteriorate, and the team would not consume food through the voyage as well as raise an uprising. This doesn't happen appear to exist by any means: the pirates hired from the squad usually do not customize the ship's behavior in a way.

Storms and rains may occur, but and also this has no effect on the health of the vessel. Though the boat can perform crashing right into a port figure, if you don't decrease on time, and also check out the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens inside the sea.

It occurs that you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates can come and chase your boat. And to get familiar with battle using them before the ship have been pumped is useless. This also situation, which caused the failure of some scenarios, won't stimulate, but annoys - the style of hunters wrong in size unpredictable, they are too strong in the beginning, it truly is too hard to interrupt from them.

A pirate trait!
Playing with the dungeons, the situation is more interesting. It perhaps there is that individuals perform the key tasks for any script. We feature out it in a step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if there exists a map on this dungeon along with a shovel with your inventory.

The success of all basic actions, risking potential hitting / breaking / disabling / duration of movement - everything is dependent upon the roll from the dice, along with by who performs the action and what products are on it.