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 additionally to be - remember "Corsairs ".Moreover, Russian developers are incredibly harsh they can, in splendid isolation, literally in nine months make a task, which, obviously, is Sid Meier's Pirates! will likely not lay to the shoulder area, but has the ability to attract attention. It's about Sink Again, which is 95% of anyone - our compatriot, hiding in the nickname Artem Flatcoon. Why's the action good and what's not flexible?<br><br>Sink Again is combining roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! There is no full story campaign here, but there are actually about 2 dozen separate scenarios that can be viewed as modules, similar to a board game.<br><br>And just about all essentially funny. So, in a, with respect to the existing pirate-rocker, you need to search throughout the archipelago for his former colleagues, imply to them either a pick or drumsticks so they really eventually consent to reunite and offer a fantastic concert. And at the conclusion of the script, we're asked to fire the ship carrying gunpowder use a grandiose fire show with the concert.<br><br>In other scenarios, we are trying to find fake knives to get a non-violent bloody ritual that fits the ancestor-honoring, but much more progressive tribe; collecting one of the most stinky bait to find a whale the size of an island; we are buying heartless man who left your future daughter-in-law right at the wedding - in the operation evidently he literally doesn't have heart, he hid it family pet eternal life. Well, everything is within the same spirit.<br><br>My little raft<br>But the gameplay is quite serious. Scenarios can be at different numbers of difficulty. In the act, the adventure itself occasionally makes "autosaves", if a team dies (for example, as soon as the ship is launched to the bottom), all progress will be reset you'll also find to begin over. That is a shame, for the reason that passage of each one scenario unlocks new items, characters, their traits, pets and in some cases forms of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".<br><br>And each time everything starts on Tortuga, where we engage a team from the tavern. Initially, there generally is a more two pirates inside of a squad, even so, under certain conditions, the quantity of the gang increases. In the same location we equip them in my ballet shoes (for which there will be enough piastres), select a captain in the workplace (he gives one or another advantage towards whole team), buy food on the market and visit sea.<br><br>Then a portions of Sid Meier's Pirates begin! We sail on a vessel between hawaii (which first have to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates and their hunters are also sharpening their teeth on us.<br><br>Therefore, it is best to function the boat - in most ports there are now not only taverns (there you may modify the composition on the detachment) and shops, but also shipyards, where for a certain amount they raises the strength / speed / maneuverability of your vessel or the capability of the sides for guns. We may also be repairing the boat and replenishing the ammunition. Generally, it is all totally based on the classics.<br><br>Oahu is the in final summary is trade. Each port has an industry, and then there it is rather convenient to point out which bags are more profitable to sell here and which of them to buy. And you will earn cash quickly enough by transporting bananas or wood between neighboring islands.<br><br>Seasickness<br>Usually, the nautical part is probably the weakest in Sink Again. The trade works, but primitive, the goods do not deteriorate, and the team will not consume food during the voyage and doesn't raise an uprising. No often exist at all: the pirates hired from the squad will not affect the ship's behavior in a different way.<br><br>Storms and rains may occur, but which does not affect the healthiness of the vessel. However the boat is capable of crashing into a port figure, if you don't reduce with time, and even visit the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside sea.<br><br>It happens you swim for years, without meeting anyone, but at most inopportune moment hunters for pirates will come and https://www.science-kombat.com/ ([https://www.science-kombat.com/ More methods]) chase your boat. And to learn battle together until the ship have been pumped is useless. This also situation, which caused the failure of some scenarios, will not stimulate, but annoys - the look off hunters is simply too unpredictable, too strong at the beginning, it is too hard to destroy far from them.<br><br>A pirate trait!<br>In the dungeons, the relationship is more interesting. It is there that people perform the leading tasks for the script. We carry out it in the step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. And then there are treasure there - if there is a map of your dungeon along with a shovel with your inventory.<br><br>The achievements all basic actions, the potential risk of hitting / breaking / disabling / duration of motion - everything is determined by the roll from the dice, and also by who performs the action and what equipment is on it.
+
In Russia, they love games about pirates. They love not only to play, but additionally to make them - remember "Corsairs ".Moreover, Russian developers are really harsh they will, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! is not going to lay within the shoulder muscles, but can attract attention. You want Sink Again, and that is 95% of a single person - our compatriot, hiding underneath the nickname Artem Flatcoon. How come the adventure good and what is not so good?<br><br>Sink Again is a mixture of roguelike, games plus some turn-based tactics and the previously mentioned Pirates! You cannot find any full story campaign here, but you will find around two dozen separate scenarios that may very well be modules, comparable to a board game.<br><br>And all of them are about funny. So, in one, regarding the previous pirate-rocker, you should search on archipelago for his former colleagues, demonstrate the pick or drumsticks so they eventually accept reunite and allow a great concert. And at the end of the script, i am 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 your non-violent bloody ritual to suit the ancestor-honoring, but a great deal more progressive tribe; collecting essentially the most stinky bait to trap a whale how big the an island; we are buying heartless man who left his partner right at your wedding day - in the operation apparently , he literally lacks the heart, he hid it in exchange for eternal life. Well, everything consistantly improves same spirit.<br><br>My little raft<br>But the gameplay itself is quite serious. Scenarios could be at different numbers of difficulty. In the operation, the action itself occasionally makes "autosaves", but rather if your team dies (for example, following your ship is launched towards the bottom), all progress will probably be reset you may have to begin over. That is a shame, for the reason that passage of every scenario unlocks new items, characters, their traits, pets as well as sorts of islands that will be available over the next playthroughs. Everything is sort of a typical "bagels ".<br><br>And each time everything starts on Tortuga, where we work with a team in the tavern. Initially, there can be quite a more two pirates within a squad, but then, under certain conditions, the sheer numbers of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), decide on a captain in the office (he gives one or another advantage for the whole team), buy food in the marketplace and visit sea.<br><br>Then an factors of Sid Meier's Pirates begin! We sail on a spead boat between beautiful hawaii (which first has to be found), each of us can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters are sharpening their teeth on us.<br><br>Therefore, it is best to function the boat - in numerous ports there are no longer only taverns (there you are able to affect the composition with the detachment) and shops, but in addition shipyards, where for https://www.science-kombat.com/ - [https://www.science-kombat.com/ www.science-kombat.com], a quantity they increases the strength / speed / maneuverability of your vessel or the ability with the sides for guns. We will also be repairing the boat and replenishing the ammunition. In general, all things are according to the classics.<br><br>Is it doesn't do i think the trade. Each port has a niche, high it is very convenient to indicate which backpacks are more profitable to market here and which ones to buy. And you'll make money quickly enough by transporting bananas or wood relating to the neighboring islands.<br><br>Seasickness<br>In general, the nautical part is maybe the weakest in Sink Again. The trade is convenient, but primitive, the products usually do not deteriorate, as well as team will not consume food throughout the voyage and will not raise an uprising. This doesn't happen apparently exist in the least: the pirates hired with the squad never impact the ship's behavior in any way.<br><br>Storms and rains may occur, but this also does not affect the healthiness of the vessel. Even so the boat is capable of crashing in to a port figure, if you can't decelerate with time, and even go to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside the sea.<br><br>It takes place you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to take part in battle with him or her up until the ship is pumped is useless. And this situation, which caused the failure of some scenarios, will not stimulate, but annoys - ugly hunters is just too unpredictable, they are too strong to start with, it really is too difficult to break faraway from them.<br><br>A pirate trait!<br>But in the dungeons, the relationship is more interesting. It can there be that any of us perform the main tasks for your script. We supply out it in a very step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if we have a map of this dungeon and a shovel with your inventory.<br><br>The prosperity of all basic actions, the risk of hitting / breaking / disabling / duration to move - everything depends on the roll of your dice, and by who performs the experience and what products are on it.

Latest revision as of 00:21, 24 January 2021

In Russia, they love games about pirates. They love not only to play, but additionally to make them - remember "Corsairs ".Moreover, Russian developers are really harsh they will, in splendid isolation, literally in nine months make a project, which, obviously, is Sid Meier's Pirates! is not going to lay within the shoulder muscles, but can attract attention. You want Sink Again, and that is 95% of a single person - our compatriot, hiding underneath the nickname Artem Flatcoon. How come the adventure good and what is not so good?

Sink Again is a mixture of roguelike, games plus some turn-based tactics and the previously mentioned Pirates! You cannot find any full story campaign here, but you will find around two dozen separate scenarios that may very well be modules, comparable to a board game.

And all of them are about funny. So, in one, regarding the previous pirate-rocker, you should search on archipelago for his former colleagues, demonstrate the pick or drumsticks so they eventually accept reunite and allow a great concert. And at the end of the script, i am 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 your non-violent bloody ritual to suit the ancestor-honoring, but a great deal more progressive tribe; collecting essentially the most stinky bait to trap a whale how big the an island; we are buying heartless man who left his partner right at your wedding day - in the operation apparently , he literally lacks the heart, he hid it in exchange for eternal life. Well, everything consistantly improves same spirit.

My little raft
But the gameplay itself is quite serious. Scenarios could be at different numbers of difficulty. In the operation, the action itself occasionally makes "autosaves", but rather if your team dies (for example, following your ship is launched towards the bottom), all progress will probably be reset you may have to begin over. That is a shame, for the reason that passage of every scenario unlocks new items, characters, their traits, pets as well as sorts of islands that will be available over the next playthroughs. Everything is sort of a typical "bagels ".

And each time everything starts on Tortuga, where we work with a team in the tavern. Initially, there can be quite a more two pirates within a squad, but then, under certain conditions, the sheer numbers of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), decide on a captain in the office (he gives one or another advantage for the whole team), buy food in the marketplace and visit sea.

Then an factors of Sid Meier's Pirates begin! We sail on a spead boat between beautiful hawaii (which first has to be found), each of us can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters are sharpening their teeth on us.

Therefore, it is best to function the boat - in numerous ports there are no longer only taverns (there you are able to affect the composition with the detachment) and shops, but in addition shipyards, where for https://www.science-kombat.com/ - www.science-kombat.com, a quantity they increases the strength / speed / maneuverability of your vessel or the ability with the sides for guns. We will also be repairing the boat and replenishing the ammunition. In general, all things are according to the classics.

Is it doesn't do i think the trade. Each port has a niche, high it is very convenient to indicate which backpacks are more profitable to market here and which ones to buy. And you'll make money quickly enough by transporting bananas or wood relating to the neighboring islands.

Seasickness
In general, the nautical part is maybe the weakest in Sink Again. The trade is convenient, but primitive, the products usually do not deteriorate, as well as team will not consume food throughout the voyage and will not raise an uprising. This doesn't happen apparently exist in the least: the pirates hired with the squad never impact the ship's behavior in any way.

Storms and rains may occur, but this also does not affect the healthiness of the vessel. Even so the boat is capable of crashing in to a port figure, if you can't decelerate with time, and even go to the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside the sea.

It takes place you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to take part in battle with him or her up until the ship is pumped is useless. And this situation, which caused the failure of some scenarios, will not stimulate, but annoys - ugly hunters is just too unpredictable, they are too strong to start with, it really is too difficult to break faraway from them.

A pirate trait!
But in the dungeons, the relationship is more interesting. It can there be that any of us perform the main tasks for your script. We supply out it in a very step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if we have a map of this dungeon and a shovel with your inventory.

The prosperity of all basic actions, the risk of hitting / breaking / disabling / duration to move - everything depends on the roll of your dice, and by who performs the experience and what products are on it.