Sentences with phrase «like points on a map»

Within each cluster the neurons are arrayed like points on a map, with every spot corresponding to a spot in our field of view.

Not exact matches

I'm no lawyer, but it seems like the actual concept of the game is very different from that behind Scrabble where letters are rearranged to spell words and points are awarded based on careful mapping of the letters on the design of the board.
These patterns may work like overlays, converting raw sense data to points and paths defined by coordinates on a neural map.
You get no experience points and when you run away from battle, the enemy disappears on the map like you actually defeated it.
Other quality - of - life improvements include health restoration upon level - up, the world map on the bottom screen, a menu display of how many experience points you need to level up, the ability to withhold skill allocation, and a quick - save that functions like a save - state.
Not only is this a point of frustration, the map itself becomes just as frustrating as you can not fast travel, set waypoints, nor are things like parks, shortcuts, multi-level surfaces, or any other useful bits of information present on the map.
I like, especially, the commandant brought in two - thirds of the way into Red Dawn to pacify the situation pointing at a map and declaring that «areas of pacification» are expanding and that they are on the verge of winning «hearts and minds.»
You can get a skill point by completing a mission, or by finding Santa Blanca commendations on the map, and to get resources you can tag various items throughout the game world, or by completing side missions like stealing a plane full of gasoline.
Adding a level of control like never before, players can use the touchpad screen on the GamePad to activate and customize the abilities for their team, view enemies on the tactical mini map, and command squad members to move by pointing and dragging to a new location.
To attempt the challenges, you will have to drive to a specific point on map and start them with the trigger buttons instead of something like fast travel to take you to your desired location.
Explain Everything is a fantastic screencasting tool that lets students draw on an image like a map or photograph as they point out different features of the animal or ecosystem that they studied for a research report.
Options: 17 Steel Wheels Pwr Mirrors W / Illuminated Markers P265 / 70R17 Tires Black Overfenders W / Integrated Mud Flaps Metallic Silver Door Handles Multi-Reflector Halogen Auto - Off Headlights Black Bumpers W / Metallic Silver Trim Full Size Spare Tire Mounted On Rear Door Lift - Up Rear Glass Hatch Body Color Instrument Panel Trim Digital Clock Air Conditioning - Inc: Air Filter 2Nd Row Vents Engine Immobilizer Pwr Door Locks 3 - Spoke Tilt Steering Wheel - Inc: Steering Wheel Audio & Bluetooth Controls Water Resistant Fabric Bucket Seats - Inc: 8 - Way Manual Driver Seat 4 - Way Manual Front Passenger Seat Passenger Seat Back Pocket Maplights Hd All - Weather Flooring & Rear Deck Analog Instrumentation - Inc: Speedometer Tachometer Fuel Coolant Temp Voltmeters Flat Dash Panels - Inc: Pipe - Like Structure Silver Trim Cargo Area Tie - Down Hooks (4) Cupholders & (2) Bottle Holders Dual Sun Visors W / Vanity Mirrors Driver & Front Passenger Active Headrests Auto - Dimming Rearview Mirror W / Integrated Backup Camera Rear Window Defogger W / Timer (4) Assist Handles 60/40 Split 2Nd Row Seats - Inc: Removable Bottom Cushions Folding Outboard Headrests (4) Door - Mounted Map Pockets Pwr Windows 4 - Link Rear Suspension - Inc: Lateral Rod Coil Springs Front & Rear Stabilizer Bar High - Mounted Double - Wishbone Independent Front Suspension Variable Pwr Rack & Pinion Steering 4.0 L Dohc 24 - Valve V6 Engine W / Vvt - I Part - Time 4 - Wheel Drive Pwr 4 - Wheel 4 - Piston Front & 2 - Piston Rear Ventilated Disc Brakes Skid Plates - Inc: Engine Front Suspension Fuel Tank Transfer Case 5 - Speed Automatic Electronically Controlled Transmission W / Intelligence (Ect - I) Lower Anchors & Tethers For Children (Latch) System Front & Rear Adjustable Outboard Seatbelt Anchors Driver & Front Passenger Seatbelt Pretensioners W / Force Limiters Driver & Front Passenger Dual Stage Airbags - Inc: Front Passenger Occupant Classification Daytime Running Lights 1St & 2Nd Row Side Curtain Airbags W / Rollover Sensor 3 - Point Seatbelts - Inc: Emergency Locking (Elr) Driver Seat Automatic / Emergency Locking Retractor (Alr / Elr) Front Passenger & Rear Seats Side - Impact Door Beams Rear Child Safety Locks Tire Pressure Monitoring System (Tpms) Star Safety System - Inc: Vehicle Stability Control (Vsc) Traction Control (Trac) Anti-Lock Brake System (Abs) Electronic Brake - Force Distribution (Ebd) Brake Assist (Ba) Smart Stop Technology (Sst) Driver & Front Passenger Seat - Mounted Side Airbags
However, on screens like the Map display, where click points are irregularly sized and scattered to the perimeter, or the radio tuning screen, where there are dozens of oddly placed buttons, operation gets a lot more wonky.
GIS is cutting - edge technology that takes detailed data, like individual animal records with addresses, and plots those points on a map.
We hadn't consulted a map — so we didn't know about things like the Airey's Inlet Lighthouse until Joc pointed it out mid-trip recalling information her Dad passed on from a trip when she was younger, and by the time we'd hit the Great Otway National Park the bad weather had begun to roll in leaving us in a predicament without seeing the Twelve Apostles and London Bridge.
There are so many sight lines, routes, vantage points and hidey - holes that it's impossible to keep track of it all, and thus the vestiges of skill which the slower pace felt like it was trying to bring back are brutally murdered on the smaller maps where you around a corner, shoot someone in the back and then are shot in the back yourself.
While mentioning the flow I still would have liked a bit quicker access to higher points on the map.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
battle royals just copyed dayz and breaking point and all the other arma mods like this where people are all on a big map have to find guns but sped up the action zeroing in the playingfield and taking out respond
Otherwise, just simply point to the spot on the map you would like to shoot orbs.
Command one of five different civilizations: the Britons, Franks, Mongols, Saracens, or Japanese; Control special «hero» units such as Richard the Lionheart, Robin Hood, Joan of Arc and Genghis Khan, whose special «hero» powers affect the entire battlefield; Lead over 45 different types of units into battle — from bowmen and monks to hand cannoneers, mercenaries and samurai; Players» can construct and upgrade buildings to help their units learn new skills and create resources for their civilizations; Research over 50 different technologies like chemistry, ballistics, siege craft and spying to advance civilization into the next age; A new Combat Advisor offers advice on certain campaign strategies and provides an assessment of the battle's outcome; Multi-player scenarios allow up to four players to wirelessly battle each other; By gaining Empire Points, players can unlock maps and units to improve their Emperor Rank.
This is particularly important in bigger modes like Conquest when taking points on the map will be much faster with a five man squad so it balances the disadvantage a squad can have when exposed to tank shell fire and aerial assaults.
The levels were as interesting as any other Halo campaign but due to the better graphics and the ability to climb up a ledge rather than having to jump above it's height it made it great to explore for skulls and collectables, within the 9 hour co-op game both myself and Russ found ourselves venturing off and climbing up different parts of the maps to see how high we could get or what was hidden away, we came across a few Easter eggs on the way and found some rare or «special» weapons, Halo has always been a FPS which you have to explore to find Easter eggs etc. but Halo 5 just seemed better than the rest for this, the game flowed well between each level bouncing from blue team and team Osiris following the story to show where paths cross and what each team is doing in between, I feel like all of the trailers kind of pointed the story into a different direction to the way the campaign developed which was surprising and confusing at the same time but none the less it was a great campaign and one of the best Halo games I have played in many years, I was never a fan of Halo 4 I thought it lacked everything a Halo game should be but Halo 5 has surprised me and was well worth the wait.
Arena mode is very similar, as in it has multiple game types to play through, but instead of maps that scroll — like those in Party mode — here players standoff in arena situations purely looking to lay the smackdown on their opponents, earning points whilst utilising things like power - ups that bring bombs, boxing gloves and more to help you get the job done.
Because to review a game as deep and massive as SMT IV, I needed to see it all; I needed to explore every plot point, map destination, side quest and demon fusion before I felt like I could give an accurate, complete critique on the 3DS» most complex RPG to date.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- new event: Grand Conquests on the way, takes place on a continent with 30 areas, area colors show which army has control of the area, each summoner will be assigned to one of three areas, conquer an area for your team, you can only go for an area that is neighbored by an area you already control, stamina is required to enter areas and you gain one stamina point per hour, maps are just like the Rival Domains maps, and battles play out the same.
Points can be scored for kills, but many more are scored by completing the random DCM side objectives that pop up through out the round, like retrieving various bits of wreckage scattered on the map, or escorting a VIP player across the map.
Like in the previous two Arkham games, the way you traverse Gotham is exciting and allows you to quickly get from one point on the map to another.
The Travel Medallion lets you set a warp point wherever you like on the map, and return to it at will.
The cultists like to hold hostages, and saving a hostage usually gives you a person who will fill in another point on the map.
Still a lot of different side quests / missions to keep you occupied within the city when you are not doing the campaign or just want a break from it like for example if you take out what is called the D.U.P Mobile Command spread across the city you will get new side missions, blast shards show up on the map and you get new respawn points.
Just like previous entries, players choose between completing main missions to move the story forward — which usually feature the best action set - pieces and scenarios in the game, taking on side missions to gain additional experience and bonuses, and conquering outposts — here in the form of campfires and outposts — in order to fast travel between points in the map.
You will click through dialog choices, of which, at least from my experience, feels like there is little divergence in story or alignment based on how you respond; the end result always seems to be the new objective points revealing themselves on the map.
We added an AI that can do even more tasks for the player, like deliver crops directly to the selling points across the map, and return to the farm on its own, plus a whole lot of new tractors and machinery from real manufacturers to play with.
Most of the game modes felt like tweaked versions of the others which consisted of usually capturing specified points on the map.
February sees a new Survival mission on Hoth and a new Hoth map for larger game modes like Supremacy, Walker Assault, Fighter Squadron, and Turning Point.
Hopefully it'll scrap the over world that Sticker Star had in favor of going back to free roam exploration because nothing slows down the pace of a game like choosing a location playing through one level and then going to the next point on the map.
Ubisoft's method of unlocking more objectives on the map by climbing to some high up place (towers in previous Far Cry games or synchronize points in Assassin's Creed) has become something of a meme and it looks like they've finally caught on.
But unlike other genre - bending sandbox sims, Bounty Train keeps a focus on fixed points instead of free exploration of the map, allowing the player to focus on things like the complex economy, resource management, and the interplay between various factions and characters, opening up in a way few games of its type do, and creating an entirely unique experience.
You can teleport to any point on the map, see counselors outlined in red, or speed to them sort like the evil entity in the Evil Dead films.
When we initially shipped the map, we were happy, but we knew there were areas we wanted to improve on, Thinks like increasing the density of the points of interest we have on the western points of the map.
They include: Attrition, a basic deathmatch mode where teams earn points for every kill and first team to score limit wins the match; Last Titan Standing is exactly what it sounds like, everyone starts in a Titan with the objective of eliminating every Titan from the opposing team; Hardpoint is a domination mode where teams vie for control of three points on the map with the team taking control earning points towards victory; Capture the Flag is also fairly standard where teams try to capture the enemy flag and return to base; Pilot Hunter is similar to Attrition except that only Pilot kills count towards victory.
From 1v1 and 2v2 duels to 4v4 Dominion which pits teams of four against each other to capture three points on a map while waves of supporting soldiers ebb and flow on the battlefield much like lane creeps in a MOBA.
Watch it from there if you like or you can jump to 1:11:35 and see a red dot she's pointing to on a map where there have been high levels of methane emissions from the Gekkal Ridge.
If there's any specific point of interest you'd like to return to, open the map and press R3 on its icon to set a waypoint for your scoutflies.
Plenty of classic multiplayer modes from the past make a welcome comeback, notably the objective - based Domination and Conquest, both of which involve winning and holding onto specific points, but Conquest takes place on much larger maps and feels terrifyingly like finding yourself in the thick of a real battle.
Nevertheless, will grow until you are the furthest point on the map of a future that looks one hundred years back, perhaps through tears of gratitude to a crowd that looks exactly and nothing like you or us but nevertheless, I trust, will say, «That is why I am here today.»
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