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Old 06-19-22, 02:54 PM   #3
Kapitan
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Join Date: Mar 2005
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There's definitely quite a few points they got wrong no doubt about that, I think one of the biggest flaws of the game was using the same engine as their previous work Sub command.

Lets face it Dangerous Waters is effectively sub command but with some added playable like a Frigate P3 and Helo.

The game engine wasn't future proof and while in 2005 the graphics were close to top of the line that quickly faded with the onset of more powerful graphics cards and computers and the game engine just couldn't keep up.

On top of that if you over loaded the game with units for example if you wanted 3 high end carrier groups to go to war this would over load the game engine and crash it so it did really limit game play in some ways especially for large complex missions.

The gaming community IE those like me that were seawolves / Silent sharks and part of a group that played online the direct IP could be a massive head ache, you could spend hours sorting it all out just to get into game.

When the Mod community became active this had the result of splitting up the groups into smaller groups and eventually it died out.
There were loads of player for DW and SC and would run multiple games every evening and be full but when the mods started people went different ways.

Those mods would also cause problems as you had to play with the same mod as the others so in the end you had maybe 2 or 3 installs for the game for all the different mods and so became a quagmire.

Right now though it still is a good but dated game and the RA mod is doing good too.
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