MathScore EduFighter. How to Play

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Transcription:

MathScore EduFighter How to Play

MathScore EduFighter supports up to 8 simultaneous players. There are 2 ships with up to 4 players on each ship. Each player sits in a command station. Currently, we are at the Tactical Station Command Stations

Each ship has hit points (HP). If the enemy s HP drops to 0, you win. If your HP drops to 0, you lose. If there are fewer than 4 players on your team, you can click on the go here buttons to switch command stations.

1. Your ship has 6 capabilities. Click on a button to use that capability. 2. Suppose we click on the Fire button to use level 1 Phasers.

Answer the multiple choice questions you see by clicking on the answers.

You got all of the questions correct, and you ve successfully fired level 1 Phasers, which instantly reduced the enemy s HP by 5. After attempting a Phasers, you cannot attempt them again until the countdown reaches 0. This is known as a cooldown.

Let s try to upgrade to Phasers level 2 by clicking on the + button.

Notice that the math problems are different. Different capabilities require different math skills, and higher level capabilities generally require harder math problems.

1. Now we have upgraded to level 2 phasers. If we press the fire button and get the problems correct, we ll do 15 HP of damage to the enemy ship (actually 16 due to a 10% boost, to be discussed later). Using high level skills is generally more effective than using low level skills. 2. Let s generate shields by clicking on the Generate button.

Look, after getting the problems correct, our HP instantly increased by 15. Higher level shield generators will add more HP, so use them if you can.

1. The 4 capabilities in the middle are special because instead of instantly using them, you load them first, then use them at a later time. 3. Let s load a Photon Torpedo. 2. Here we have 2 slots for Shield Disruptors. We ve loaded one slot so far, which has a payload of 20. So when this hits the enemy, you ll do up to 20 damage.

2. We are at the Tactical station, which is the only station that can Launch photon Torpedoes. According to our slot console, there is one Torpedo loaded at the Tactical station, and none loaded at the other stations. 1. Our level 1 Photon Torpedo has a payload of 15. 4. Although we ve loaded a Disruptor, there is no means to fire it. The Science station is the one that can launch Disruptors. We ll fire the Disruptors later in this tutorial. 3. Look, the Launch button is now active!

Let s click on the Launch button.

Our Torpedo has launched. It will take 10 seconds to hit the enemy ship.

Loading Deflectors is the only way to defend against large Torpedo waves. Hmm, our Torpedo should have done 15 damage, but it only did 5. The other ship must have loaded a level 1 Deflector, which can block 10 damage.

Let s visit the Science Station by clicking on the Science button.

2. As you can see in our slot console, Tactical has loaded one Disruptor. This is why the Disrupt button is already active. 1. We re in the Science station. As you can see, the cockpit is green. All command stations are color-coded. 3. Let s see what happens after we load a disruptor at this station.

1. Look, our new Disruptor appears both in the slot console as well as in the Disruptor slot in your current station. 2. Let s click on the Disrupt button.

1. Disruptors will take 10 seconds to reach the enemy ship. 2. You ve launched all Disruptors, including the one at the Tactical Station.

2. Let s see what happens when we fire phasers while the enemy is disrupted. 1. The enemy s shields are disrupted and his ship looks green. For up to the next 30 seconds, the enemy s shields will gradually decrease based on the payload of the Disruptor wave that we fired.

Neat! Instead of doing 16 damage, we did 24 damage. As long as the enemy s shields are disrupted, our Phasers do 50% extra damage. You might ask, What s the counter weapon to Disruptors?

Suppose you are in the Security Station and your team has loaded at least one Stabilizer. When your Shields are disrupted, you click on the Stabilize button. This reduces the remaining payload of the Disruptors by the size of your Stabilizer payload. If the Disruptor payload is reduced to 0, then your Shields are now stable.

1. The Engineering station is the most important station in the game. It can build the most Deflectors, but most importantly, it has the special ability to Boost the payload of the skill of your choice. 2. Let s boost torpedoes by clicking on this boost button.

Now when I load Torpedoes, I get a 10% bonus on the payload. Let s see what happens if I load a level 2 Torpedo.

Wow, the payload of the Torpedo I just loaded is 27. If I had not boosted Torpedoes, the payload would have been only 25. Your teammates get the benefit of this Boost as well, so when Torpedoes are boosted, your teammate should be alerted and load Torpedoes. Now let s upgrade all of our skills to level 2.

Whoa, because our lowest skill level is 2, our Boost just increased to 20% (10% per level)! If we upgrade to level 3 for everything, the Boost can increase to 30%. As you can imagine, it pays to have a good player in Engineering.

Click here to suggest to your teammate to load a Deflector. Upon clicking this, your teammate will receive a suggestion to build a Deflector. Your teammate is under no obligation to follow your suggestion, but at least he knows what you want him to do. Similarly, other stations can suggest similar skills with their slot consoles. Look what happens when you boost Deflectors. The Boost becomes 30% (15% per boosted level). Whereas offensive skills get a 10% boost per level, defensive skills get a 15% boost per level, so it s a really good idea to Boost defensive skills.

Reserve Power Each ship has Reserve Power. Almost all skills that you use consume power. If you run out of power, you are in deep trouble. However, you can still use level 1 Phasers, which require 0 power. The skill that uses the most power is Shield Generators. From a defensive standpoint, Deflectors and Stabilizers consume less power than Shield generators. So in a long fight, the team that relies more on Deflectors and Stabilizers instead of Shield Generators is going to win.

Time to Play! At this point, you should know enough to play. Start out with the single player tutorial missions, then you ll be ready for multiplayer games. Got a question? Email support@mathscore.com