Sentences with phrase «given a mission objective»

Not exact matches

Impact objectives Given the diverse missions that drive the social entrepreneur community, it's no surprise that accelerators offer the most specialties when it comes to impact objectives.
The objective of Pug Rescue missions is to give the dog a better life, the care and love, food and medicines and all that it deserves to live healthily and happily.
He expressed the hope that all founder members, foot soldiers, supporters and sympathisers would give it the necessary support to achieve its objectives, mission and vision for the country.
From the perspective of managing one of the world's largest private - public partnerships, Goldman says that teamwork among diverse entities can happen «if all parties agree to work toward common objectives, and if each partner is given a clear mission and is carefully evaluated to make sure they are adding value.»
The objective of the MAVEN mission EPO program is to engage multiple audiences in the quest to understand Mars» long - term atmospheric losses, giving insight into the history of Mars» atmosphere and climate, liquid water, and planetary habitability.
The objective of the MAVEN mission E / PO program is to engage multiple audiences in the quest to understand Mars» long - term atmospheric losses, giving insight into the history of Mars» atmosphere and climate, liquid water, and planetary habitability.
America About Blog A relatively anonymous blogging group with a self proclaimed mission to give objective information on baseball and fast - pitch bats.
America About Blog A relatively anonymous blogging group with a self proclaimed mission to give objective information on baseball and fast - pitch bats.
With every mission, Nick is given an objective — get this thing, find that thing, blow up that thing — and that objective is assigned a waypoint.
You're also given missions / objectives to complete.
You'll need to acclimate yourself to switching between characters rapidly on the fly to meet all the given and optional objectives in a mission, especially on higher difficulties.
A dynamic mission system gives players primary and secondary objectives to score points and advance the story which is voiced over entirely and accompanied by crisp comic - styled panels.
These side missions per se are really a nice touch for the game as they give you some variety to take part in outside of the main objectives.
In each level you are given one primary objective, and then you are given a list of optional missions in which you can take along side those.
Each mission has a set of objectives, some obstacles along the way, a few surprises and in the end the player is given a rating and the chance to forge ahead or try again.
America About Blog A relatively anonymous blogging group with a self proclaimed mission to give objective information on baseball and fast - pitch bats.
America About Blog A relatively anonymous blogging group with a self proclaimed mission to give objective information on baseball and fast - pitch bats.
«The new «Burn It» trailer showcases an in - game mission for the very first time, revealing the variety of ways the player can tackle any given mission or objective.
Choices are given to you throughout the narrative, but it seems clear that Ubisoft didn't want to commit to the concept, and thus our decisions merely influence the objective of the next mission rather than have a lasting impact upon the world.
Each mission gives you the straightforward objective of assassinating a target or two, but it's up to you on how you approach the situation, and how much effort you put into scoping out the area and learning from your mistakes.
Each of the levels and or missions advance quite quickly and once you have completed your objective you are given a rank score that tells you in true arcade style if you did well, or poor, so aim for that A or S rating.
The campaign will run you around 7 - 10 hours and each mission has a main objective and side objectives to complete, giving each level a bit of depth, despite the completely linear level designs.
The missions range from simply defeating all the enemies in a given area, to requiring you to complete your objective within a certain time limit.
Expect minigames, gathering skills, garrison - style missions for players, reputation objectives, PvP objectives, world raid bosses, profession missions — the idea is to give insane amounts of variety.
As you complete objectives you unlock new tech but also add to your loadout given at the start of a mission.
Some of the missions also unlock some of the story's characters (there are a total of eight playable characters), allowing you to use them in missions you've already completed, which also gives you the opportunity to complete the Behelit objectives you've previously missed, giving players a slight incentive to replay previous missions.
What this game encourages is a certain amount of creativity in how you complete missions and side quests setting a main objective but giving you the freedom to complete it however you want to, it really is brilliant stuff.
While Banjo - Kazooie dropped players into a stage to unearth its collectibles at their leisure, 64 and Sunshine's mission - based level format gave a set objective that needed to be accomplished at that time.
Mission objectives are standard stuff, then, but at least the game makes up for it by often giving you plenty of space to move around in.
These missions will give you a variety of objectives such as racing to an objective point or simply killing all the enemies in the area.
Each of the missions also offered the chance to play the opposite objectives, essentially giving the player an opportunity to take on the role of a competing Raven.
Even going online to play the campaign doesn't give you much relief as the missions are still the same bland objectives you played solo.
These objectives are usually smaller in scope in comparison to the main missions, but they give players a chance to level up and get some new stock to mow down baddies with.
In every mission, players will be given several objectives.
During the comical self - aware tutorial, you're given a preview of the many ways you can incorporate stealth into your current mission objective.
You're not given any motivation beyond a brief, corporate - style briefing detailing your objectives for each mission — and you're not penalized for perforating civilians who get in the way when carrying out your contractually - obligated destruction.
This is what gives MMOs that first M — not by funneling players into objective based missions, but by giving them a variety of options and various difficulty levels that teach them the game from the start.
You're given the freedom to explore how you please, with each story mission marked on the map alongside a plethora of side objectives.
Unit 13 is a third person shooter from SOCOM developers Zipper Interactive, and brings a balance of short, objective based missions using a different blend of soldiers, comprising of assault, stealth and many more and will give you many hours of fun.
This gives a lot of reason to complete many different types of missions and their side objectives, as doing so will earn and unlock unique gear.
When you first start the game's main mission, you'll simply be set loose on your own and given an opportunity to tackle each of the objectives, or simply explore, however you see fit.
As the team is performing objectives in a mission, whenever a player dies, a Medic player can rush through the battlefield and give the dying player a syringe to revive them.
The main missions are pretty basic, in these missions you are given a simple objective to defeat enemies, and these follow suit with boss battles among other points.
NPCs delight in giving you the runaround, and seemingly every minor objective is inflated into an elaborate multi-stage mission.
Some of the missions will have side objectives that if you complete will give you extra cash.
While backstory is given to the missions you carry out, they ultimately boil down to simple objectives: get to a place, kill a person, or rescue another.
How much freedom were you given to put your own designs on the characters and the mission objectives set for them?
But within Dark Moon's missions is a set objective, with many of the rooms in any given mansion being sealed off, lest the current objective requires them.
During main story missions, your «best buddy» will call you up and give you an alternative method of completing the mission (that will, predictably, send you to a corner of the map far from your initial objective AND your current location).
Not only is there a sandbox mode that will give players the ability to be creative and consistently conduct trials and errors of various spacecraft build but also modes that will give players objectives and missions while traveling through space.
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