The training system allows players to specify if their player character (PC)is to have a Normal , Confident or Aggressive intensity of training. Normal intensity training results in the smallest benefits and has the lowest injury rate, while Aggressive intensity has the largest benefits and the highest injury rate.
The problem with this system is that it does not keep a memory of past trainings and the percentage chance of injury does not increase after training aggressively multiple times in a row. From my discernment, there is no strategy to the training, except, "choose your intensity and hope for the best". This results in the player (me) reloading the game whenever i get injuried from an aggressive intensity training. I do not see the use of training at the other intensities.
In real life, a sportsman has to manage the intensity of her trainings from match to match in order to deliver the best performance before a big match.
How I would design it:
I would propose the implementation of a fatigue system.
If fatigue levels cross a certain endurance threshold, the chance of injury during training increases significantly. The more intense the training the faster the buildup of fatigue.
The endurance threshold of the PC is determined by one of the PC's character statistics (endurance?).
Therefore, the player has to strategize by managing the fatigue levels to the optimium performance gains. A combination of Normal, Confident and Aggressive training regiments will then need to be used.
Labels: game design, games

