The problems we want to resolve:
•Different damage types aren't explained to the player.
•The differences between weapons aren't explained to the player.
•The differences between enemy and mutation types aren't always obvious.
Our broad solution:
•Present the player with more detailed tutorials/onboarding of concrete mechanics.
•Allow players to get the feeling of weapons, skills, and enemies in isolation.
•Allow players to engage in mindless fun (since ammo & health are no issue).
A training Gym represents a simplified playable level which contains ONE single key element.
The entire environment is white (“VR look”) with only the focused characters and items (chests) in-game textures.
Player characters have endless ammo and cannot get their health under 30%. Player WP and AP are restored to full at the start of every player turn.
Explanation texts are displayed on the side of the map, explaining the actions/mechanics/items similar to the tutorial display.
Players can go to the next and previous parts of the explanation texts, or close (or open) the window entirely.
Each training Gym is triggered by an event (new technology researched/new item seen) after which it can be accessed from the PHOENIXPEDIA (TBD).
The player must manually choose to leave the gym (there are no loss conditions) (TBD).
•The player can use any equipment that is currently researched or unlocked).
•The gym can have any enemy the player has encountered.
•The player can manually reset the simulation.