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3D and 2D map based user interface. |
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Units are individual,
section, or platoon/battery sized units. |
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Click on the
3D map to issue unit movement waypoints. |
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Multiple players over
LAN and Internet, each controlling specific forces. |
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Real time with 30
second time steps, time compression adjustable up to x1,000. |
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Detailed combat
results, movement, and visibility/LOS models. |
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Positional sound
effects (movement, weapons, etc.) and TTS speech reports. |
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IR sights (2G FLIR,
NVD, etc.), surface search and air search radar, smoke, and
illumination modeling. |
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Laser
designation and targeting. |
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Combat
command and control with player avatar settings and unit radio range
limitations. |
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Aviation units
return to off-map "replenish" and "hold" areas
between missions over map. |
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3D terrain height
maps with 100m grid squares. Maps are from digital terrain
elevation data. |
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Ammunition
and fuel resupply are modeled however this is rarely used given the
time and scale of typical scenarios. |
·
Robust
Combat
Engineering Features. |
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