Tutorial System Feedback

Admittedly I only have about 50-60 hours in CT, but here’s my suggestion

  1. The player must simply hack open a door they don’t have access to. Open the panel, cut the power wires, crowbar
  2. Inside the room is four things, a broken generator, a broken APC, a broken comms tower, and a full generator fuel cell
  3. The player has to repair the generator and replace the empty fuel cell with the full one conveniently close by
  4. Replace the broken APC with a new one with a full power cell, make sure it’s both sending and receiving power
  5. Repair the comms tower, add your faction’s comms code with a multitool, and turn the tower back on
  6. Create a single line of wired cades facing the door they entered from, remember to make a folding cade for an entrance
  7. Move one cade using their screwdriver and wrench
  8. Deconstruct that cade using their screwdriver, wrench, and crowbar

This should not only teach them the actual steps to build and repair critical structures. But should hopefully teach them some simple logic they can apply to anything not covered by the tutorial. Such as welders for structural work, wires and wire cutters for internal work, screwdrivers for exteriors and panels, crowbars to force and remove, and wrenches for some repairs and alternate uses

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@Ranger6012 Good idea. I support it.

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Something like the predalien tutorial, just a general outline of what all your tools do

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Tutorial feedback: move the camera with the abomination training away from the camera with the interior of the command APC. I shit my pants when I heard his scream and jumped out of the APC, ready to face the abomination at the FOB.

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Tutorial feedback:

Roles should be locked behind tutorials in addition to playtime timelocks. People need to be forced to play them, or actively look for them.

Too many utterly bald HMs…

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I have spent countless hours in the medical endless tutorial to achieve maximum levels, learn optimise my supplies loadout and usage. It is extremely helpful and also fun.

My fav CO is of course Major Nasoki ‘Coward’ Chen

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alright, mornin folks, thanks for all the contributions so far

While I do agree that tutorial participation needs to be more strongly encouraged, I dont think outright forcing them is the way to go. People wont engage positively with them unless they’ve chosen to play.

These are really solid ideas, I’m going to look into drafting something up, and will see how I go

Quite honestly, I agree with you that GPs absolutely need a tutorial. I just dont know the first thing about the role beyond the basics, because I’ve always been to scared to try it (which proves your point)

How would I go about designing a GP tutorial in your opinion?

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Also, I remember this being floated around a few months ago

I’ll chase it up and see where it was left off

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I think something along the lines of the CAS guide would be pretty good, might be a stretch but a sandbox where you can test FMs would be nice

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CAS used to have that built into their console but was removed with the new UI to be coded back in later. Later never came, like how req being able to vend out loose ammo boxes from their vendors then, when the new vendor system/UI came out. It never got coded back in.

I wanted to get back into CAS but I could never remember my CAS setups and would use the sim to figure it out, but after it’s removal I was told to “Launch my own server and figure it out” Which isn’t great when you just want to learn 1 role

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Necroing since I just saw this from someone playing tutorial for the first time:

Corpsman tutorial really doesn’t indicate anything to do with triage, when do you send someone shipside / to FOB Doc?

There’s really no way to know someone has organ damage etc without knowing symptoms you learn over time.

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reopening the syulator and possibly have ds with its own symulator in tutorial can help

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