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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, 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.
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.

Revision as of 08:14, 10 March 2021

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?

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.

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.

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.

My little raft
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 ".

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.

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.

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.

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.

Seasickness
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.

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.

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.

A pirate trait!
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/ (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.

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.