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Useful Notes are not tropes.


''Cold Waters'' is a [[UsefulNotes/ColdWar Cold War]]-era submarine simulation game released on UsefulNotes/{{Steam}} for [[UsefulNotes/IBMPersonalComputer PC]] and UsefulNotes/MacOS in 2017.

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''Cold Waters'' is a [[UsefulNotes/ColdWar Cold War]]-era submarine simulation game released on UsefulNotes/{{Steam}} Platform/{{Steam}} for [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] and UsefulNotes/MacOS Platform/MacOS in 2017.



* UsefulNotes/RedsWithRockets: Both of the first two campaigns pit the player against the Soviet Red Banner Fleet. Post release, the developers added a third campaign set in the southwest Pacific in 2000, with the [[UsefulNotes/ChineseWithChopperSupport Red Chinese PLA Navy]] as the opposing force.
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* DifficultButAwesome:
** USS ''Narwhal'' in the 1984 campaign. She's built on a ''Sturgeon'' class hull, which means she maxes out at 25 knots, which is a shock to players used to the 33 knot ''Los Angeles''--she can't really chase targets down, and it's hard to run away if you're counter-detected. But she uses an experimental natural-circulation-cooled reactor, making her the ''quietest'' American sub in the game, she has the same sensor suite, fire control system, and weapons loadout as the newer ''Los Angeles'' class, and that ''Sturgeon'' class hull was designed to dive deep; her test depth is 1350 feet compared to 1000 feet. Meaning, if you play her right, she goes from "slow and awkward" to "lethal and undetectable" and you can quietly laugh to yourself at 1200 feet below the surface as the enemy's blind-fired torpedoes pass harmlessly 600 feet above your head and they desparately run from your own well-aimed torpedoes.
** On the other end of the spectrum, ''Skipjack'' class in the 1968 campaign. They're the loudest US subs in the game, with some of the worst sensors and fire control, and have the shallowest test depth of all US subs at 700 feet. However, they have 6 forward torpedo tubes compared to the 4 on every other boat, and are the only US subs in that era capable of exceeding 30 knots. This means a competent captain can quite profitably play the "brute force and ignorance" strategy: get into a more-or-less favorable position, volley fire a spread of more torpedoes than the enemy can handle, run like hell, get hidden in the confusion, and repeat. In particular, it's harder to use a ''Skipjack'' against enemy submarines, but she can be much better at sinking convoys and other surface ships.

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* SpiritualSequel: To Microprose's video game adaption of ''Literature/RedStormRising''. It's description on Steam even says so.

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* SpiritualSequel: SpiritualSequel:
**
To Microprose's video game adaption of ''Literature/RedStormRising''. It's description on Steam even says so.so.
** The Western Pacific campaign also bears similarity to Tom Clancy's 1996 submarine simulator, ''SSN.''

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On further testing in-game, the depth thing is inconsistent and sometimes it actually is deeper than you can measure, but there doesn't seem to be a way to predict when this will happen.


* DoWellButNotPerfect: Ideally you'd never be detected at all in any of your missions. However, as mentioned above, sometimes ambient noise in the water will be so loud that the only way to detect the enemy at all will be to do something incredibly overt, which will give away your position but also manipulate your opponents into giving away theirs.



* WaistDeepOcean: [[DownplayedTrope Downplayed]]. The ocean does get deeper than your submarine can dive. The deepest-diving player sub in the (unmodded) game is USS Seawolf, which has a test depth of 1650 feet, and it's possible to go deep enough to crush her. However, the ocean floor seems to bottom out at 1914 feet everywhere, even places where it should be much deeper. In the year 2000 campaign, your home base is at Guam, and you can easily drive over the Challenger Deep in the Mariana Trench, which is the deepest spot on the planet at 35827 feet (10920 meters) deep. But if you go there in-game, your fathometer will still read 1914 feet.

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* WaistDeepOcean: [[DownplayedTrope Downplayed]]. The ocean does get deeper than your submarine can dive. The deepest-diving player sub in the (unmodded) game is USS Seawolf, which has a test depth of 1650 feet, and it's possible to go deep enough to crush her. However, the ocean floor seems to often bottom out at 1914 feet everywhere, even in places where it should be much deeper. In the year 2000 campaign, your home base is at Guam, and you can easily drive over the Challenger Deep in the Mariana Trench, which is the deepest spot on the planet at 35827 feet (10920 meters) deep. But if you go there in-game, sometimes your fathometer will still read 1914 feet.

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* NonStandardGameOver: If your submarine takes fatal damage but you manage to abandon ship at a shallow enough depth, there's a good chance you and your crew will survive. In that case you may be picked up by NATO units and continue the campaign with a new sub. However, if there's a lot of hostile units still afloat in the area, you will be captured by the Soviets and imprisoned in a gulag for the rest of the war, ending the campaign then and there.

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* NonStandardGameOver: NonStandardGameOver:
**
If your submarine takes fatal damage but you manage to abandon ship at a shallow enough depth, there's a good chance you and your crew will survive. In that case you may be picked up by NATO units and continue the campaign with a new sub. However, if there's a lot of hostile units still afloat in the area, you will be captured by the Soviets and imprisoned in a gulag for the rest of the war, ending the campaign then and there.there.
** If you sink too many neutral merchant ships, you will be relieved of command and sent to a court martial, also ending your campaign.



* TechnologyMarchesOn: InUniverse. In the 1968 campaign, the player can select a ''Skipjack'', ''Permit'', ''Narwhal'', or ''Sturgeon''-class SSN armed with powerful WWII-era Mk-18 straight running torpedoes for dealing with surface ships and newer, weaker Mk-37 wire-guided antisubmarine homing torpedoes. The Russians have a similar level of technology. In 1984, you get access to the ''Los Angeles'' class sub, the [[SuperPrototype experimental one-off USS ''Narwhal'']], the more capable Mk-48 wire-guided torpedo, and UGM-84 Harpoon and UGM-109 Tomahawk cruise missiles. The Russians get their own new toys, including [[ReportingNames Typhoon, Delta, Sierra, and Kilo-class]] submarines, ''Kirov''-class battlecruisers, ''Sovremmeney''-class destroyers, and cruise missile-deployed antisub torpedoes. And in 2000, you can get the ''Los Angeles'' Flight II and III class subs, USS ''Seawolf'', and the improved Mk-48 ADCAP torpedo, whereas the Chinese get both the latest Chinese and ''Russian'' submarines and surface ships[[note]]In actual history, China's fleet in 2000 was large but largely outdated and nowhere near the powerhouse it is today, so to make it a challenge, the story has them purchase large amounts of advanced Russian-built equipment in desperation as the war goes on.[[/note]].

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* TechnologyMarchesOn: InUniverse. In the 1968 campaign, the player can select a ''Skipjack'', ''Permit'', ''Narwhal'', or ''Sturgeon''-class SSN armed with powerful WWII-era Mk-18 straight running torpedoes for dealing with surface ships and newer, weaker Mk-37 wire-guided antisubmarine homing torpedoes. The Russians have a similar level of technology. In 1984, you get access to the ''Los Angeles'' class sub, the [[SuperPrototype experimental one-off USS ''Narwhal'']], the more capable Mk-48 wire-guided torpedo, and UGM-84 Harpoon and UGM-109 Tomahawk cruise missiles. The Russians get their own new toys, including [[ReportingNames Typhoon, Delta, Sierra, and Kilo-class]] submarines, ''Kirov''-class battlecruisers, ''Sovremmeney''-class destroyers, and cruise missile-deployed antisub torpedoes. And in 2000, you can get the ''Los Angeles'' Flight II and III class subs, USS ''Seawolf'', and the improved Mk-48 ADCAP torpedo, whereas the Chinese get both the latest Chinese and ''Russian'' submarines and surface ships[[note]]In actual history, China's fleet in 2000 was large but largely outdated and nowhere near the powerhouse it is today, so to make it a challenge, the story has them purchase large amounts of advanced Russian-built equipment in desperation as the war goes on.[[/note]].

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