Once activated, a small real-time satellite image would appear over the objectives bar on the player's HUD, and notify the player of any nearby hostiles. Hostiles who are not currently alerted by the player's presence are seen as yellow dots on the player's map, while hostiles who are suspicious and alerted to the player are marked as red dots. The SATCOM did have some drawbacks, however: the satellite feed would distort and become impossible to read if the user is moving around. Additionally, the refresh rate isn't perfect so movement would appear as having long framerate refresh.
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| - Once activated, a small real-time satellite image would appear over the objectives bar on the player's HUD, and notify the player of any nearby hostiles. Hostiles who are not currently alerted by the player's presence are seen as yellow dots on the player's map, while hostiles who are suspicious and alerted to the player are marked as red dots. The SATCOM did have some drawbacks, however: the satellite feed would distort and become impossible to read if the user is moving around. Additionally, the refresh rate isn't perfect so movement would appear as having long framerate refresh.
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| dcterms:subject
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| abstract
| - Once activated, a small real-time satellite image would appear over the objectives bar on the player's HUD, and notify the player of any nearby hostiles. Hostiles who are not currently alerted by the player's presence are seen as yellow dots on the player's map, while hostiles who are suspicious and alerted to the player are marked as red dots. The SATCOM did have some drawbacks, however: the satellite feed would distort and become impossible to read if the user is moving around. Additionally, the refresh rate isn't perfect so movement would appear as having long framerate refresh.
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