Two versions of the game are offered a regular version for $45 plus S&H with 2 CDs and a short printed installation guide; and a deluxe version for $55 plus S&H, same as the regular version, additionally with a fully printed 570 page game manual.
Dangerous Waters will be the first title of its kind, allowing the player total first-person control over multiple air, surface, and subsurface platforms in a modern-day naval environment. The uniqueness of this groundbreaking game would make an impact with your readers that many of today’s copycat titles cannot match.
S.C.S. - Dangerous Waters allows the player to focus his attention and to take direct control of individual crew stations in a vibrant and dynamic 3D environment and also to plan and execute combined arms naval strategies from a top-down, commander’s-eye perspective.
S.C.S. - Dangerous Waters allows the player control over 7 of the world's most potent naval platforms (out of a total of over 270 platforms available in the game):
- Oliver Hazard Perry class [Guided Missile Frigate]
- MH-60R Seahawk [Multi-Mission ASW Helicopter]
- P-3C Orion [Maritime Patrol Aircraft]
- Kilo class 636/877 [Diesel attack submarine]
- Seawolf class SSN [Nuclear attack submarine]
- Akula I/II class SSN [Nuclear attack submarine]
- 688(I) class SSN [Nuclear attack submarine]
ONE NAVAL BATTLEFIELD
Co-operative and head-to-head multiplayer modes allow controllable submarine, surface, and air platforms to battle it out in the definitive naval combat experience. A true first!
Players can command a platform on their own in multiplayer, or collaborate with multiple players in "Multi-station Mode" as they each operate individual stations and strive to work together as a team on the SAME platform.
FULL VOICE COMMAND SUPPORT
Dangerous Waters uses the Microsoft Speech Recognition Engine to allow you to order a vast array of commands using only your own voice. You can issue voice commands in every crew station and do tasks such as set course and speed, classify and designate target contacts, launch weapons and countermeasures and more.
INNOVATIVE 'AutoCrew' ARTIFICIAL INTELLIGENCE
By assigning certain crew stations to be manned by the "virtual crewmen" the player can hand off various functions for the simulation to manage. This allows the player to tailor the game's difficulty level to their liking and the precise level of involvement and micro management that they wish. The player can choose to man every single available crew station themselves, just a few select stations or relinquish control to the A.I. and let the 'autocrew' do the rest.
CUTTING-EDGE SENSOR MODELLING AND PHYSICS
Authentic simulation of sensor performance both in the air and through the ocean environment challenge the player to detect unknown enemies. Realistic depictions of flight characteristics, buoyancy, air resistance, and gravity provide realistic control and maneuvring.
SCALABLE 3D ENGINE AND EFFECTS
Updated 3D graphics engine provides realistic depictions of ocean swells, water reflections, and environmental conditions using the latest vertex and pixel shader technologies.
Extensive world-wide database provided by the U.S. Naval Institute offers detailed descriptions of platforms and weaponry to accommodate all possible global conflicts. Over 270+ platforms comprising 17 of the world's navies can do battle for control of the open ocean.
MISSION CREATION TOOLS USED BY THE GAME'S DESIGNERS
Powerful mission editor used by the developers to create the missions that will be shipped with the game, will also be available to the players to create their own scenarios. Players will be able to create their own single missions, multiplayer missions, or develop their own campaigns. These tools will allow the player extensive control over the mission content and enable him to generate an infinite number of scenario possibilities.
DYNAMIC YET PERSISTENT CAMPAIGNS
Players will compete in campaigns in which their actions have a profound effect on the missions that follow. The use of dynamic elements such as probability of inclusion, dynamic groups of objects, dynamic inclusion of mission goals, and rules of engagement (that can change mid-mission) all ensure that the campaigns will never play the same way twice.
QUICK MISSION MODE
Upon selecting the platform and mission difficulty level, the player will be provided with an entirely random and dynamic scenario. It will be composed of an infinite combination of mission goals, enemy forces, and random locations.