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          <td valign="top" background="images/design/surround_title_s.gif"><span class="sectionlink"><a href="frontiersmen.html">...</a></span><span class="sectiontext"> 
            ::</span> <span class="sectionlink"><a href="front_commander.html"> 
            Commander</a></span><span class="sectiontext"> <span class="sectiontext">::</span> 
            <span class="sectionlink"><a href="front_comduties.html"> Command 
            Duties</a></span> <span class="sectiontext"><span class="sectiontext">::</span> 
            <span class="sectionlink"><a href="front_comhud.html"> Command HUD</a></span></span>: 
            <font color="#FF6600">View</font></span></td>
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                        <p>The interface that the commander uses to watch over 
                          his squad is called the command HUD (heads up display). 
                          When plugged into a <a href="structures_cc.html">Command 
                          Console</a>, the HUD replaces the commander's field 
                          of vision, and basic controls allow him to manipulate 
                          and control the display. </p>
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                        <p>The three most important components of the HUD are 
                          the <a href="front_comhud_minimap.html">mini-map</a>, 
                          the <a href="front_comhud_menu.html">menu</a>, and the 
                          <a href="front_comhud_view.html">view</a>.</p>
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                        <p><b>View</b><br>
                          The commander's view of the battlefield, and his principle 
                          means of interacting with his squad. This display incorporates 
                          a wide variety of functions, the most important of which 
                          are listed below:</p>
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                              <blockquote>
                                <p><span class="sectiontext">Watching Over Marines</span> 
                                  &#150; monitoring their status and progress, dropping 
                                  equipment as necessary.</p>
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                              <p><span class="sectiontext">Sighting Aliens</span> 
                                &#150; any <a href="alien_evolutions_cloaking.html">uncloaked</a> 
                                aliens near a marine are clearly visible to the 
                                commander, even if the marine is unaware of them.</p>
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                              <blockquote> 
                                <p><span class="sectiontext">Giving Orders</span> 
                                  &#150; by selecting a marine or group of marines, 
                                  and then designating a map location, the commander 
                                  causes a waypoint to appear on the marines' 
                                  HUD. These can be used to navigate and group 
                                  marines, direct them to a <a href="front_building.html">build</a> 
                                  a <a href="structures.html">structure</a>, or 
                                  alert them to each other's location.</p>
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                              <p><span class="sectiontext">Selecting Structures</span> 
                                &#150; select structures to see what <a href="front_upgrades.html">upgrades</a> 
                                they make available, or to recycle them for <a href="front_resources.html">resources</a>.</p>
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                              <blockquote>
                                <p><span class="sectiontext">Dropping Equipment 
                                  and Placing Structures</span> &#150; use the view 
                                  to place <a href="items_main.html">equipment</a> 
                                  and <a href="structures.html">structures</a>. 
                                  When a structure or piece of equipment is available 
                                  (see the <a href="techtree.html">tech tree</a>), 
                                  it can be selected on the <a href="front_comhud_menu.html">menu</a>, 
                                  and its icon will appear as a three dimensional 
                                  &quot;ghost&quot; on the view. If the location 
                                  is invalid (over rough, occupied, or <a href="front_nanogridlock.html">gridlock</a>-restricted 
                                  space) the icon will change color to red. If 
                                  the location is valid, it will be colored green, 
                                  and can be successfully placed. <a href="items_main.html">Equipment</a> 
                                  can then be picked up by any marine. <a href="structures.html">Structures</a> 
                                  will have to be <a href="front_building.html">built</a> 
                                  by one or more marines, before they become active. 
                                  Most structures must be built in range of others 
                                  (for instance, <a href="weapons_turrets.html">turrets</a> 
                                  must be built within range of a <a href="structures_tfact.html">turret 
                                  factory</a>), and all weapons must be placed 
                                  in range of an <a href="structures_armory.html">armory</a> 
                                  or <a href="structures_advarmory.html">advanced 
                                  armory</a>. Valid ranges will be drawn in fields 
                                  of green. See the appropriate listing for more 
                                  information. </p>
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                              <p><span class="sectiontext">Environment Controls</span> 
                                &#150; any item that can be operated by a button or 
                                lever (i.e. doors, lifts, airlocks), can also 
                                be operated by the commander. </p>
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                                <p><span class="sectiontext">Scans</span> &#150; 
                                  select the <a href="structures_observatory.html">observatory</a>, 
                                  choose the scanner icon from the <a href="front_comhud_menu.html">menu</a>, 
                                  and move the view to the area of the map you 
                                  wish to scan. Any alien <a href="alien_chambers.html">chambers</a>, 
                                  <a href="alien_hive.html">hives</a> or <a href="alien_species.html">lifeforms</a> 
                                  (cloaked or not) will be briefly revealed. Useful 
                                  to find the location of hives, or to plan an 
                                  assault.</p>
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