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SINK AGAIN: OVERVIEW: Difference between revisions

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In Russia, they love games about pirates. They love not only to play, but will also to ensure they - remember "Corsairs ".Moreover, Russian developers are very harsh they can, in splendid isolation, literally in nine months make a task, which, obviously, is Sid Meier's Pirates! won't lay to the neck, but may attract attention. You want Sink Again, which can be 95% produced by one individual - our compatriot, hiding within the nickname Artem Flatcoon. How come is the game good and what's not so great?<br><br>Sink Again is a mix of roguelike, board games plus some turn-based tactics and these Pirates! You cannot find any full story campaign here, but you'll find around two dozen separate scenarios that can be considered modules, during a board game.<br><br>And almost all more or less funny. So, https://www.science-kombat.com/ - [https://www.science-kombat.com/ www.science-kombat.com], within a, regarding the actual pirate-rocker, you should search everywhere in the archipelago for his former colleagues, demonstrate the pick or drumsticks so they really eventually accept reunite and present a fantastic concert. And at the conclusion of the script, we're asked to correctly fire the ship carrying gunpowder to supply a grandiose fire show for the concert.<br><br>In other scenarios, we want fake knives for a non-violent bloody ritual to suit the ancestor-honoring, but additional progressive tribe; collecting one of the most stinky bait to capture a whale the size of a tropical; we have been buying heartless man who left his partner right at your wedding day - along the way evidently , he literally doesn't have any heart, he hid it in return for eternal life. Well, everything is in the same spirit.<br><br>My little raft<br>However the gameplay itself is quite serious. Scenarios can be carried out at different amounts of difficulty. During this process, the experience itself occasionally makes "autosaves", but if your team dies (for example, following your ship is launched towards the bottom), all progress are going to be reset and you'll have to begin over. A shame, as the passage of every scenario unlocks new items, characters, their traits, pets and in many cases types of islands that might be available next playthroughs. Everything is sort of a typical "bagels ".<br><br>And whenever everything starts on Tortuga, where we hire a team inside the tavern. Initially, there might be a maximum of two pirates within a squad, however, under certain conditions, the number of the gang increases. In the same place we equip them for the first time (for which you'll encounter enough piastres), decide on a captain in the workplace (he gives one or another advantage to the whole team), buy food on the market and visit sea.<br><br>Then a aspects of Sid Meier's Pirates begin! We sail on a vessel between hawaii (which first should be found), each of us can attack other ships, firing cannonballs and boarding. But other pirates along with their hunters are also sharpening their teeth on us.<br><br>Therefore, it is advisable to pump the boat - in most ports there are now not only taverns (there it is possible to get a new composition of your detachment) and shops, but will also shipyards, where for a quantity they increases the strength / speed / maneuverability in the vessel or the ability of the sides for guns. We also are repairing the boat and replenishing the ammunition. Normally, all things are in accordance with the classics.<br><br>It does not take in final summary is trade. Each port has a place, high it is extremely convenient to show which items are more profitable to promote here and which of them to buy. And earn cash quickly enough by transporting bananas or wood between your neighboring islands.<br><br>Seasickness<br>Generally, the nautical part is probably the weakest in Sink Again. The trade is convenient, but primitive, materials usually do not deteriorate, plus the team does not consume food through the voyage as well as raise an uprising. It doesn't appear to exist in any respect: the pirates hired by the squad tend not to modify the ship's behavior in any way.<br><br>Storms and rains may occur, but this too has no effect on the healthiness of the vessel. Even so the boat is capable of doing crashing to a port figure, if you can't decelerate over time, as well as check out the foot of this - physics is usually fun here! Well, in principle, something interesting rarely happens inside the sea.<br><br>It takes place that you just swim for years, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to participate in battle together up until the ship have been pumped is useless. And this situation, which caused the failure of some scenarios, doesn't stimulate, but annoys - the look off hunters is just too big unpredictable, too strong to start with, it is too difficult to break clear of them.<br><br>A pirate trait!<br>But also in the dungeons, the situation is more interesting. It possibly there is that individuals perform the key tasks for that script. We carry out it in the step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if we have a map in this dungeon plus a shovel within your inventory.<br><br>The success of all basic actions, the risk of hitting / breaking / disabling / duration of movement - everything is determined by the roll from the dice, along with by who performs the action and what devices are on it.
In Russia, they love games about pirates. They love not only to play, and also and have - remember "Corsairs ".Moreover, Russian developers are so harsh they will, in splendid isolation, literally in nine months make a project, which, naturally, is Sid Meier's Pirates! won't lay for the back, but has the capacity to attract attention. You want Sink Again, which can be 95% manufactured by one person - our compatriot, hiding in the nickname Artem Flatcoon. How come is the action good and what is not so great?<br><br>Sink Again is a mixture of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There is absolutely no full story campaign here, but you'll find a couple of dozen separate scenarios that will be modules, like in a board game.<br><br>And almost all essentially funny. So, in a single, for that old pirate-rocker, it is advisable to search on archipelago for his former colleagues, imply to them whether pick or drumsticks to eventually accept to reunite and present a grand concert. And at the conclusion of the script, were asked to properly fire the ship carrying gunpowder use a grandiose fire show for any concert.<br><br>In other scenarios, we want fake knives to get a non-violent bloody ritual to suit the ancestor-honoring, but much more progressive tribe; collecting the best stinky bait to capture a whale the dimensions of an island; i am trying to find a heartless man who left his partner right at wedding - in the act apparently , he literally does not have any heart, he hid it family pet eternal life. Well, everything is in the same spirit.<br><br>My little raft<br>Though the gameplay is quite serious. Scenarios can be executed at different degrees of difficulty. In the act, the adventure itself occasionally makes "autosaves", but if your team dies (for example, as soon as the ship is launched on the bottom), all progress might be reset you may have to start out over. Which is a shame, because passage of the scenario unlocks new items, characters, their traits, pets and even kinds of islands that'll be available over the next playthroughs. Everything is like a typical "bagels ".<br><br>And when everything starts on Tortuga, where we employ a team inside the tavern. Initially, there is usually a maximum of two pirates in the squad, ; however ,,  https://www.science-kombat.com/ ([https://www.science-kombat.com/ www.science-kombat.com]) under certain conditions, the volume of the gang increases. In the same location we equip them in my ballet shoes (for which you will see enough piastres), pick a captain in the workplace (he gives one or another advantage to your whole team), buy food that you can buy and go out to sea.<br><br>Then the parts of Sid Meier's Pirates begin! We sail on a spead boat between hawaii (which first need to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates in addition to their hunters can also be sharpening their teeth on us.<br><br>Therefore, it is far better to pump the boat - in several ports there aren't only taverns (there you can customize the composition on the detachment) and shops, and also shipyards, where for a payment they increase the strength / speed / maneuverability of the vessel or the proportions of your sides for guns. We are also repairing the boat and replenishing the ammunition. Generally speaking, things are according to the classics.<br><br>It's the same goes with trade. Each port has market, and there it is extremely convenient to point out which merchandise is more profitable to promote here and which of them to buy. And make money quickly enough by transporting bananas or wood between neighboring islands.<br><br>Seasickness<br>On the whole, the nautical part is maybe the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, along with the team will not consume food while in the voyage and will not raise an uprising. This doesn't happen manage to exist in any respect: the pirates hired through the squad tend not to affect the ship's behavior in a different way.<br><br>Storms and rains may occur, but this too has no effect on the health of the vessel. Although the boat is capable of doing crashing into a port figure, should you not slow down on time, and also go to the bottom of this - physics can be fun here! Well, in principle, something interesting rarely happens inside sea.<br><br>It occurs for you to swim for years, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to engage in battle using them up until the ship have been pumped is useless. Which situation, which caused the failure of some scenarios, doesn't stimulate, but annoys - the appearance of hunters wrong in size unpredictable, they are too strong to begin with, it's too hard to break far from them.<br><br>A pirate trait!<br>In the dungeons, everything is more interesting. It perhaps there is that individuals perform the key tasks for the script. We stock out it in the step-by-step mode - we look for and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if you will find there's map of this dungeon including a shovel within your inventory.<br><br>The achievements all basic actions, the risk of hitting / breaking / disabling / duration to move - everything is determined by the roll from the dice, along with by who performs the action and what machines are on it.

Revision as of 07:09, 10 March 2021

In Russia, they love games about pirates. They love not only to play, and also and have - remember "Corsairs ".Moreover, Russian developers are so harsh they will, in splendid isolation, literally in nine months make a project, which, naturally, is Sid Meier's Pirates! won't lay for the back, but has the capacity to attract attention. You want Sink Again, which can be 95% manufactured by one person - our compatriot, hiding in the nickname Artem Flatcoon. How come is the action good and what is not so great?

Sink Again is a mixture of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There is absolutely no full story campaign here, but you'll find a couple of dozen separate scenarios that will be modules, like in a board game.

And almost all essentially funny. So, in a single, for that old pirate-rocker, it is advisable to search on archipelago for his former colleagues, imply to them whether pick or drumsticks to eventually accept to reunite and present a grand concert. And at the conclusion of the script, were asked to properly fire the ship carrying gunpowder use a grandiose fire show for any concert.

In other scenarios, we want fake knives to get a non-violent bloody ritual to suit the ancestor-honoring, but much more progressive tribe; collecting the best stinky bait to capture a whale the dimensions of an island; i am trying to find a heartless man who left his partner right at wedding - in the act apparently , he literally does not have any heart, he hid it family pet eternal life. Well, everything is in the same spirit.

My little raft
Though the gameplay is quite serious. Scenarios can be executed at different degrees of difficulty. In the act, the adventure itself occasionally makes "autosaves", but if your team dies (for example, as soon as the ship is launched on the bottom), all progress might be reset you may have to start out over. Which is a shame, because passage of the scenario unlocks new items, characters, their traits, pets and even kinds of islands that'll be available over the next playthroughs. Everything is like a typical "bagels ".

And when everything starts on Tortuga, where we employ a team inside the tavern. Initially, there is usually a maximum of two pirates in the squad, ; however ,, https://www.science-kombat.com/ (www.science-kombat.com) under certain conditions, the volume of the gang increases. In the same location we equip them in my ballet shoes (for which you will see enough piastres), pick a captain in the workplace (he gives one or another advantage to your whole team), buy food that you can buy and go out to sea.

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

Therefore, it is far better to pump the boat - in several ports there aren't only taverns (there you can customize the composition on the detachment) and shops, and also shipyards, where for a payment they increase the strength / speed / maneuverability of the vessel or the proportions of your sides for guns. We are also repairing the boat and replenishing the ammunition. Generally speaking, things are according to the classics.

It's the same goes with trade. Each port has market, and there it is extremely convenient to point out which merchandise is more profitable to promote here and which of them to buy. And make money quickly enough by transporting bananas or wood between neighboring islands.

Seasickness
On the whole, the nautical part is maybe the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, along with the team will not consume food while in the voyage and will not raise an uprising. This doesn't happen manage to exist in any respect: the pirates hired through the squad tend not to affect the ship's behavior in a different way.

Storms and rains may occur, but this too has no effect on the health of the vessel. Although the boat is capable of doing crashing into a port figure, should you not slow down on time, and also go to the bottom of this - physics can be fun here! Well, in principle, something interesting rarely happens inside sea.

It occurs for you to swim for years, without meeting anyone, but at most inopportune moment hunters for pirates will happen and chase your boat. And to engage in battle using them up until the ship have been pumped is useless. Which situation, which caused the failure of some scenarios, doesn't stimulate, but annoys - the appearance of hunters wrong in size unpredictable, they are too strong to begin with, it's too hard to break far from them.

A pirate trait!
In the dungeons, everything is more interesting. It perhaps there is that individuals perform the key tasks for the script. We stock out it in the step-by-step mode - we look for and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if you will find there's map of this dungeon including a shovel within your inventory.

The achievements all basic actions, the risk of hitting / breaking / disabling / duration to move - everything is determined by the roll from the dice, along with by who performs the action and what machines are on it.