thewood1 wrote: Tue Dec 03, 2024 10:54 am
"Command a nuclear submarine"
Right from the Cold Waters store page. It was originally built to be a sub simulator and thats what it was when I played it. That is not like Sea Power or Fleet Command. It is more comparable to Dangerous waters and MNW. Thats what they are too.
I only played it for a month. Maybe some mods came out to make it broader, but it was a sub sim at its core.
You are missing the point, although I have been elaborate. I'm talking about gameplay here, not playable units. Sea Power, Fleet Command and Cold waters all present you with a large map (that can be swapped with the 3D view of units), where you control a unit or multiple units, while the sensors control aboard your unit by yours truly is 'abstracted'. Yes, there is basic classification of contacts allowing you to shuffle through noise 'contacts' in Cold Waters, but it does not feature TMA, Waterfall, Broadband, Narrowband, and Helm stations like Dangerous Waters, Sub Command and the other two I listed.
You are commanding a unit as
captain or
commander of that unit. The
operator-stations on your ship are abstracted, meaning : simplified gameplay interaction.
MNW, DW, SC, HK688 and Fast Attack, are on the same pitch here, they feature a number of stations like radar, EMS, passive and active sonar, demon, target motion analysis that immerse you into finding and classifying targets as an
operator (you can make mistakes and classify a neutral or friendly as hostile), while you can ALSO play as the
commander, leaving the AI to manage the stations, for a more 'strategic' feel.
A game I would put in between these two is 'Highfleet'. It has 'flying ships' and yes, it's a SF mix of RPG with ship building, stores management, radar operation, strategic decision making, and action.
Hope this makes sense.