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The report was developed to provide the proposed design for a cap cover system.
Of course in both cases their technology covers system software not applications the way 88open's does.
Further shown features were the third person perspective with accompanying cover system.
You will be fighting a variety of enemies and using the cover system to gain a better position to take them out.
I never really understood how cover systems worked anyway.
The game is best known for its introduction of the cover system, which allows players to hide from attacks.
Did I mention that there is no cover system?
The inclusion of a directional cover system in ground combat.
That's the "there's stuff here that you can maneuver around to beat the physics" cover system.
The game's first person cover system allows players to hide behind all objects in the world to avoid gunfire.
I love that the cover system actually works.
The game is a third-person shooter incorporating a cover system.
This gameplay mechanic is often referred to as a "cover system".
Conviction uses a cover system and adds simple interrogation sequences to the series.
Seeing as how the game was mostly stealth-oriented, the cover system served little combat purpose.
The cover system has since become a staple of third-person shooters.
The third-person cover system wasn't shoe-horned into the game, either, and it makes sense in a deep way.
The 40th Day focuses on two-player cooperative play and employs a cover system.
This platoon is equipped with individual covering systems for close quarters combat.
The game features a cover system that constantly adds and removes cover.
Its articles cover system synthesis in software, hardware, and wetware.
Cover systems on PC are almost always just annoying.
The series' cover system has been improved so players no longer need to slide into cover and then hop over objects.
It features dynamic destructible environments and a cover system.
X-Play praised the game for its "polished cover system" and cooperative campaign mode.