SUBSIM
Review
  Dangerous Waters
Review by Frank “OptimusX” Reynolds

March 5, 2005

Page 2

Gameplay

Every mission starts off at the Nav Map where all of your sensor data is visually represented.  The functionality has improved since Sub Command; now the player can now drop contacts with the press of a button without having to go to the TMA station.  The player can also add a “manual solution” to the nav map which places an unknown platform/unknown alliance icon.  This manual solution can be merged with other contacts, or even classified and fired upon. A 3-D view screen is available on the Navigation map but this isn’t a cheat. Sonalysts pioneered the Hide Truth concept in naval games with Fleet Command and Sub Command--all images on the NavMap and in the 3D screen are representations of what you have been able to determine by your sensors and best guesses.  What is out there and exactly where it is depends on you, the player, and your skill. When the show-truth option is activated, the NavMap and 3-D view will show the exact location, depth, and alliance of all units in the game.

When playing the first mission through the American perspective, I was tasked with reconnaissance of a naval base located deep inside a harbor with very shallow waters.  I had two choices: use the P-3 Orion or drive the 688(I).  I used the 688(I) on my first try.  After two hours of game time moving at less than 5 knots I was barely able to complete the mission without being counter detected.      

It was this first mission that showed me there is great incentive to try out all the different kinds of platforms.  After taking time to learn how to utilize the P-3 Orion I was able to fly around the mission area at 200 knots and 20,000 feet.  By using my external camera, I was able to take all the required photos and completed the mission in fifteen minutes of game time.  After skulking around Sub Command at 5 knots for almost four years, being able to fly around the mission area at hundreds of knots was a really nice treat.  I was ready to become an Orion Warrior

 


 

 

Quick Missions and The Mission Editor - Tim Grab

            The powerful Mission Editor we have come to know from Sub Command has even more features in Dangerous Waters.  Most notable are the Wind and Water regions, which increase the level of realism by allowing the mission creator to insert water currents and winds in their scenarios.  Other new features include:

  • Complete campaign functionality is included as a selection on the Editor's menu bar; no more editing your “editor.ini” file. 
     

  • The Goal Doctrine language, also formerly only available if you modified your “editor.ini” file, is now a standard feature in Dangerous Waters.  This Goal Doctrine enables goals to be dependent on the resolution of other goals, the detection of platforms, creation of dynamic elements, etc. When a goal/trigger is completed, it can create a dynamic group of objects (which may include other goals) or it may run a Script to invoke a sequence of actions or commands that can act on any object currently in the mission (Example: to damage a platform).
     

  • Scripting – This object is a series/sequence of events which will happen as designated by the mission designer. A script can be called by multiple goals (triggers) as the “post action” for those triggers. An example of a script would be “Change ROE” or “Alter Alliance” which are all feasible in the Scripting language (which looks very similar to the Goal Doctrine language).
     

  • Standalone aircraft can be added to scenarios without having to attach them to an airport.

            For those of you who are too lazy to create your own missions, can't download missions created by others (what? In the Internet Age?), can't figure out the Mission Editor, or just want a simple hunt-and-kill mission with minimal tasking, the Quick Mission generator is for you.  It lets you pick the type of platform you want to drive, the type of mission you want to play (ASW, ASUW, etc.) and the difficulty level of the mission, and in seconds, you will have a brand new scenario ready to play, no muss, no fuss.

The mission editor, Quick Mission generator, highly randomized campaign, and multiplayer ensure Dangerous Waters will continue to be enjoyable for years.

 

The P-3 Orion is no slouch when it comes to combat. It can be configured for ASW, ASUW, or Strike warfare.  The weapons load-out can be a mix of torpedoes, missiles, and mines.  Stations and sensors include EW/MAD, Radar, camera turret, sonobuoy acoustics, and crewmember lookouts. At the pilot’s station, an “auto-countermeasures” option can be enabled.  When an incoming missile is identified, the AI will automatically perform evasive maneuvers and launch countermeasures.  If you have a joystick, you can choose to fly the aircraft yourself, but given that this game is more of a tactical/command simulation, most players will probably find themselves ordering speed and course via the task bar. 

Commanding the MH-60 Seahawk is a very similar experience to the P-3 Orion except that it is less capable in terms of speed, range, and weapons.  The MH-60’s main function is to be a sensor and weapon extension of the Frigate but some of the missions put the Seahawk in interesting situations.  For example, one mission tasks the MH-60 with evacuating civilians.  Throughout the operation, the MH-60 pilot must do his or her best to avoid SAM fire near the pickup points before finally returning to base. Yes, it is as exciting as it sounds--fun, too.

One thing that will be noticed immediately is that EW and passive sonobuoy data will not be merged on the Navigation Map since these units do not have a TMA station.  Unless you are using active or visual sensors only a bearing line will show on the map.  However, if multiple passive buoys are detecting the same contact, it is possible to use the “manual solution” function where the bearing lines intersect. 

When using the air platforms, I found it important to promote contacts to the link. This is a multi-platform simulation and nothing pays off better than teamwork and utilizing all available resources. Once, after I classified a hostile airbase on the nav map with my P-3 Orion, nearby friendly ships proceeded to launch a massive missile strike.  Now that’s teamwork.

Dangerous Waters is still a command simulation when operating the airborne units so those who are looking for a detailed flight simulation will not find one if they choose to fly the platforms via joystick.  However, wind and weather effects will affect your platform, as you may notice that the helo may drift when attempting to hover when utilizing the dipping sonar/MAD sensor. 

The most challenging platform to play is the Oliver Hazard Perry guided missile frigate.  The OHP FFG has numerous stations which include: towed array sonar, hull sonar, sonobuoy acoustics, electronic warfare, bridge, weapons control, and outdoor lookouts.  Weapon types include torpedoes, CIWS (close in weapons system), Mk 75 gun, two manually controlled 50-caliber machine guns, SM-2 missile, and the Harpoon anti-ship missile.  In addition to the ship-mounted weapons, two MH-60 helicopters serve as a sensor and weapons extension and is controlled via the ASTAC station.  With all of these sensors and weapons at the commander’s fingertips, the FFG can engage targets over a very large portion of the naval battle space.

Compared to the submarines, frigate TMA can become a nightmare as dozens of bearing lines from multiple sensors can accumulate in a few minutes for a single target.  The TMA station simulates a good old paper plot using virtual rulers and tools.  If TMA gets real messy, you can even rip off the TMA paper and start from scratch.  I admit that I’ve thrown away stacks of virtual TMA paper while learning this station. Contact bearing lines in the NavpMap can accumulate to the point where they are useless, even distracting. It would be nice if friendly contacts and bearing lies would stay removed after removing them twice. Before long, the NavMap looks like a game of Chinese Pick-up Sticks.

Luckily, the auto-TMA does a competent job putting all of the information together.  The only major issue I had with the FFG auto-TMA is that many times he would have problems merging contacts from multiple sensors.  In one mission there was a nearby surface contact that was plotted via auto-TMA from visual, radar, and towed array sonar data.  The auto-TMA computed competent solutions for each sensor but did not merge them into a “Master” contact.  Instead, I had three solutions that were nearly on top of each other.  This can create some confusion when you have three separate solutions for every nearby surface contact. Aside from that, the auto-TMA does an excellent job. 

Some very welcome tweaks have been included in the auto-crew.  One of the biggest complaints against Sub Command was that the auto-crew would not alert the player when submarines launched missile attacks, even though they may frequently be seen in broadband.  This has changed with Dangerous Waters.  If a submarine launches a missile attack, it is possible that the auto-sonar may detect and report a broadband bearing. If an enemy submarine launches multiple missiles, the auto-TMA may even be able to merge the contacts to produce an accurate range. The ability of the auto-sonar to classify contacts has been vastly improved since Sub Command, leaving more novice players only the job of classifying a contact’s alliance.

The auto-crew are capable of distinguishing friendly weapons fire.  I found this very useful when operating with friendly submarines, as the auto-crew placed a “friendly” contact marker on the NAV map after giving me a “torpedo in the water report.”  This feature is a necessity when driving the FFG, as one of the most nerve-racking things you can hear is an inbound missile warning.  If you are working in conjunction with other surface units, you do NOT want to shoot down friendly missiles and fire off chaff when they aren’t even targeting you.  That’s a good way to get fired! 

 

Next: Gain an edge with the Kilo

 

Page 1 | Page 3


Also see:

SUBSIM.COM'S
Dangerous Waters forum

SUBSIM REVIEW'S DANGEROUS WATERS PREVIEW
SUBSIM Review's Dangerous Waters Dev Team interview
Sub Command Review

GET YOUR COPY THROUGH SUBSIM

 

****** Updated regularly ******  

SUBSIM Newsletter reaches over 23,000 naval enthusiasts each month. Get the latest news and info on naval games, books, and subsims.
 

[FrontPage Save Results Component]

Name:  
 
E-mail:
 
 
Must be a valid address otherwise you will not receive the newsletter.  Check the spelling carefully.

                        

 



SUBSIM
Review

© 2005 SUBSIM Review