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SINK AGAIN: OVERVIEW: Difference between revisions

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In Russia, they love games about pirates. They love not just to play, but also to be - remember "Corsairs ".Moreover, Russian developers are quite harsh they will, in splendid isolation, literally in nine months make a project, which, naturally, is Sid Meier's Pirates! will not likely lay to the muscles, but can attract attention. It comes down to Sink Again, which is 95% produced by someone - our compatriot, hiding in the nickname Artem Flatcoon. Why's the adventure good and what's not so competent?<br><br>Sink Again is a mix of roguelike, games plus some turn-based tactics and these Pirates! There is no full story campaign here, but you will find a couple of dozen separate scenarios that may very well be modules, such as a board game.<br><br>And they are all pretty much funny. So, in one, with respect to that old pirate-rocker, you have to search everywhere over the archipelago for his former colleagues, demonstrate to them whether pick or drumsticks to eventually consent to reunite and offer a good concert. And following the script, we're asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show to the concert.<br><br>In other scenarios, we are looking for fake knives to get a non-violent bloody ritual that meets the ancestor-honoring, but much more progressive tribe; collecting essentially the most stinky bait to find a whale how big hawaiian isle; we are trying to find a heartless man who left his bride right at the wedding ceremony - during this process evidently he literally lacks the heart, he hid it in return for eternal life. Well, everything is with the same spirit.<br><br>My little raft<br>Although the gameplay is quite serious. Scenarios can be carried out at different amounts of difficulty. In the act, the action itself occasionally makes "autosaves", if you are team dies (for example, once the ship is launched towards bottom), all progress will probably be reset you could to get started on over. Which is a shame, considering that the passage of each scenario unlocks new items, characters, their traits, pets and even types 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 work with a team in the tavern. Initially, there is usually a more two pirates inside a squad, but then, under certain conditions, the sheer numbers of the gang increases. In the same location we equip them the very first time (for which you'll encounter enough piastres), choose a captain in the workplace (he gives one or another bonus towards the whole team), buy food on the market and go out to sea.<br><br>Then an portions of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first has to be found), each of us can attack other ships, firing cannonballs and boarding. But other pirates along with their hunters also are sharpening their teeth on us.<br><br>Therefore, it is advisable to function the boat - in a great many ports there aren't only taverns (there you'll be able to get a new composition of the detachment) and shops, but also shipyards, where for a specific amount they grows the strength / speed / maneuverability of the vessel or the capacity with the sides for guns. We will also be repairing the boat and replenishing the ammunition. Normally, everything is using the classics.<br><br>It's the do i think the trade. Each port has a place, and there it is rather convenient to point which items are more profitable to trade here and which of them to buy. And you'll earn a living quickly enough by transporting bananas or wood between your neighboring islands.<br><br>Seasickness<br>On the whole, the nautical part is most likely the weakest in Sink Again. The trade is best, but primitive, the items usually do not deteriorate, and the team won't consume food during the voyage as well as raise an uprising. It does not seem to exist in any way: the pirates hired through the squad do not affect the ship's behavior in almost any way.<br><br>Storms and rains may occur, but which has no effect on the healthiness of the vessel. Though the boat can perform crashing right port figure, if you don't decrease soon enough, and perhaps head over to the foot of this - physics can also be fun here! Well, in principle, something interesting rarely happens within the sea.<br><br>It takes place you swim for a long period, without meeting anyone, but at the most inopportune moment hunters for pirates will come and chase your boat. And to take part in battle with these up until the ship have been pumped is useless. And this situation, which caused the failure of some scenarios, doesn't stimulate, but annoys - ugly hunters is just too unpredictable, too strong in the beginning, it truly is too difficult to sneak far from them.<br><br>A pirate trait!<br>Playing with the dungeons, everything is more interesting. It possibly there is that people perform the chief tasks to the script. We carry out it within a step-by-step mode - we hunt for and https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if there's a map of your dungeon and also a shovel with your inventory.<br><br>The achievements of all basic actions, the risk of hitting / breaking / disabling / duration of movement - everything is determined by the roll of the dice, in addition to by who performs the action and what devices are on it.
In Russia, they love games about pirates. They love not just to play, but to ensure they are - remember "Corsairs ".Moreover, Russian developers are really harsh that they may, in splendid isolation, literally in nine months make a task, which, needless to say, is Sid Meier's Pirates! will not likely lay on the back, but may attract attention. It's really down to Sink Again, that's 95% made by one person - our compatriot, hiding underneath the nickname Artem Flatcoon. Exactly why is the adventure good and what's not flexible?<br><br>Sink Again is the variety of roguelike, board games plus some turn-based tactics and these Pirates! There is no full story campaign here, but you can find a couple of dozen separate scenarios that can be considered modules, like in a board game.<br><br>And they all are pretty much funny. So, a single, regarding the existing pirate-rocker, you must search throughout the archipelago for his former colleagues, demonstrate to them a pick or drumsticks to eventually consent to reunite and offer a good concert. And at the conclusion of the script, were asked to properly fire the ship carrying gunpowder use a grandiose fire show for the concert.<br><br>In other scenarios, we are searhing for fake knives for a non-violent bloody ritual that meets the ancestor-honoring,  https://www.science-kombat.com/, [https://www.science-kombat.com/ https://www.science-kombat.com/], but a lot more progressive tribe; collecting the best stinky bait to catch a whale the size of a tropical; we're also trying to find a heartless man who left his partner right at wedding ceremony - during this process apparently he literally lacks the heart, he hid it in exchange for eternal life. Well, everything is incorporated in the same spirit.<br><br>My little raft<br>However the gameplay is quite serious. Scenarios could be at different stages of difficulty. At the same time, the sport itself occasionally makes "autosaves", yet, if your team dies (for example, after the ship is launched to your bottom), all progress will probably be reset and you will have to get started on over. The shame, as the passage of each scenario unlocks new items, characters, their traits, pets and even sorts of islands that might be available over the following playthroughs. Everything is sort of a typical "bagels ".<br><br>And each and every time everything starts on Tortuga, where we engage a team within the tavern. Initially, there might be a more two pirates in a very squad, however, under certain conditions, the amount of the gang increases. In the same position we equip them somebody in charge of (for which there will be enough piastres), select a captain at work (he gives one or another bonus for the whole team), buy food in the marketplace and visit sea.<br><br>Then an elements of Sid Meier's Pirates begin! We sail on a vessel between the hawaiian islands (which first have to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters will also be sharpening their teeth on us.<br><br>Therefore, it is better to function the boat - in a great many ports you will not find only taverns (there you possibly can get a new composition from the detachment) and shops, but shipyards, where for a quantity they increase the strength / speed / maneuverability on the vessel or the proportions from the sides for guns. We are repairing the boat and replenishing the ammunition. Normally, all things are good classics.<br><br>It is the same goes with trade. Each port has industry, where there it is extremely convenient to indicate which backpacks are more profitable to offer here and the ones that to buy. And you may earn a living quickly enough by transporting bananas or wood between neighboring islands.<br><br>Seasickness<br>Normally, the nautical part is perhaps the weakest in Sink Again. The trade is convenient, but primitive, the items tend not to deteriorate, plus the team doesn't consume food during the voyage and will not raise an uprising. Doesn't necessarily apparently exist by any means: the pirates hired with the squad don't change the ship's behavior in a different way.<br><br>Storms and rains may occur, but which does not affect the health of the vessel. However the boat is capable of crashing into a port figure, if you do not reduce on time, and perhaps go to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens within the sea.<br><br>It takes place you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to participate in battle with them before ship have been pumped is useless. This also situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the look of hunters is too unpredictable, too strong initially, it really is too difficult to destroy away from them.<br><br>A pirate trait!<br>However in the dungeons, the situation is more interesting. It could there be that people perform the principle tasks for any script. We feature out it inside of a step-by-step mode - we look for and neutralize traps, open locks on chests and doors, and fight. You can also get treasure there - if there is a map on this dungeon including a shovel with your inventory.<br><br>The prosperity of all basic actions, the risk of hitting / breaking / disabling / duration to move - everything depends upon the roll on the dice, in addition to by who performs the experience and what tools are on it.

Revision as of 08:59, 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 really harsh that they may, in splendid isolation, literally in nine months make a task, which, needless to say, is Sid Meier's Pirates! will not likely lay on the back, but may attract attention. It's really down to Sink Again, that's 95% made by one person - our compatriot, hiding underneath the nickname Artem Flatcoon. Exactly why is the adventure good and what's not flexible?

Sink Again is the variety of roguelike, board games plus some turn-based tactics and these Pirates! There is no full story campaign here, but you can find a couple of dozen separate scenarios that can be considered modules, like in a board game.

And they all are pretty much funny. So, a single, regarding the existing pirate-rocker, you must search throughout the archipelago for his former colleagues, demonstrate to them a pick or drumsticks to eventually consent to reunite and offer a good concert. And at the conclusion of the script, were asked to properly fire the ship carrying gunpowder use a grandiose fire show for the concert.

In other scenarios, we are searhing for fake knives for a non-violent bloody ritual that meets the ancestor-honoring, https://www.science-kombat.com/, https://www.science-kombat.com/, but a lot more progressive tribe; collecting the best stinky bait to catch a whale the size of a tropical; we're also trying to find a heartless man who left his partner right at wedding ceremony - during this process apparently he literally lacks the heart, he hid it in exchange for eternal life. Well, everything is incorporated in the same spirit.

My little raft
However the gameplay is quite serious. Scenarios could be at different stages of difficulty. At the same time, the sport itself occasionally makes "autosaves", yet, if your team dies (for example, after the ship is launched to your bottom), all progress will probably be reset and you will have to get started on over. The shame, as the passage of each scenario unlocks new items, characters, their traits, pets and even sorts of islands that might be available over the following playthroughs. Everything is sort of a typical "bagels ".

And each and every time everything starts on Tortuga, where we engage a team within the tavern. Initially, there might be a more two pirates in a very squad, however, under certain conditions, the amount of the gang increases. In the same position we equip them somebody in charge of (for which there will be enough piastres), select a captain at work (he gives one or another bonus for the whole team), buy food in the marketplace and visit sea.

Then an elements of Sid Meier's Pirates begin! We sail on a vessel between the hawaiian islands (which first have to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters will also be sharpening their teeth on us.

Therefore, it is better to function the boat - in a great many ports you will not find only taverns (there you possibly can get a new composition from the detachment) and shops, but shipyards, where for a quantity they increase the strength / speed / maneuverability on the vessel or the proportions from the sides for guns. We are repairing the boat and replenishing the ammunition. Normally, all things are good classics.

It is the same goes with trade. Each port has industry, where there it is extremely convenient to indicate which backpacks are more profitable to offer here and the ones that to buy. And you may earn a living quickly enough by transporting bananas or wood between neighboring islands.

Seasickness
Normally, the nautical part is perhaps the weakest in Sink Again. The trade is convenient, but primitive, the items tend not to deteriorate, plus the team doesn't consume food during the voyage and will not raise an uprising. Doesn't necessarily apparently exist by any means: the pirates hired with the squad don't change the ship's behavior in a different way.

Storms and rains may occur, but which does not affect the health of the vessel. However the boat is capable of crashing into a port figure, if you do not reduce on time, and perhaps go to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens within the sea.

It takes place you swim for many years, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to participate in battle with them before ship have been pumped is useless. This also situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the look of hunters is too unpredictable, too strong initially, it really is too difficult to destroy away from them.

A pirate trait!
However in the dungeons, the situation is more interesting. It could there be that people perform the principle tasks for any script. We feature out it inside of a step-by-step mode - we look for and neutralize traps, open locks on chests and doors, and fight. You can also get treasure there - if there is a map on this dungeon including a shovel with your inventory.

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