SINK AGAIN: OVERVIEW: Difference between revisions
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In Russia, they love games about pirates. They love not just to play, but | 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.