Talked through and chewed upon with Keks (Stephan M.) - (one of these days, the Noodles-Shadder-Vientam Shooter is going to be realized)

The usual assumption about a battlefield in a RTS is that it is visible.
At least when your units look at it, you see what they see. In this game, this is the expensive, exotic other
In EyeInTheSkye this is very different. You see the map, and you see your units, as long as they can report to you.
You don't see the enemy they encounter, unless:
-The Unit has time to report its contact- a activity for which the unit has to be not in a direct battle engagement and have eye-contact with the enemy.
-The Unit has a sensory Package- which makes it expensive. Very expensive.
-Your Satellite is going over that section of the battlefield. A Satellite always follows a linear path, and all you can change about that is the angle and point of entry on the battlefield, for the next run.
- Satellite can be gunned down- and are really, really expensive to replace. However, Satellite reaching guns, have a very small area they can target after being deployed.
In return, just because you don't see them, doesn't mean, your units have ceased to exist. Disrupted communications, don't mean they cant still carry out there last received orders.
Which brings us to the next different Point:
Communications:
Communications by default works
However- it can be disrupted in several ways:
-Transmission disruption
-Sending disruption
-Receiving disruption
And allows for a vector of attack never seen in games before:
-Transmission hacking
-Sending hacking
-Receiving hacking
This amounts to the ability to send faked commands to enemy units, which equivalents to a takeover until communication restoration.
Units are conventional today asymmetric war forces.
The really interesting aspect in this game comes for once from the realism.. the fact you only partially know what is going on. Which allows for ruses and require well thought through timing with reconnaissance. And with that comes a requirement to think ahead. To give your units long term order chains- or missions, as they might be out of contact until they return.