# Game Hub - Training Complex

The complex is the central element and can be displayed on loading screens, promotional materials, and videos. There, training missions/battles can take place, immersing the player a little in the atmosphere of a gladiator school.

The training complex plays the role of a hub, all management takes place inside it. The functionality is divided into parts and each hall performs its specialized role.

We are discussing the possibility to add a non-playable character (NPC) to every hall to be responsible for it. In the future, we are considering expanding the functionality and adding additional mechanics associated with leveling halls and characters tied to them.

Besides the halls in the training complex, other interfaces are present that take a full screen. Guild interface in which the players will have access to all content related to guilds. From creating and joining, through additional guild privileges for renting and hiring characters (game stacking), to special guild assignments, missions, and battles. Further expansion is possible in the future.

We have considered the possibility of expanding the game in the direction of adding a larger number of characters for the halls. If we decide in favor of this direction, we will add an interface where the player sees a list of available characters, their characteristics and is able to allocate a character to a compartment. Each character will have a rarity, characteristics, unique bonuses and levels. These characters can be implemented in the format of a new NFT collection.

The game will have a general HUB interface, in which the player can choose which hall to open with the ability to always return to the HUB. This screen can be designed as a starting screen. When entering the game, this interface will be opened. (in case of determining the lack of necessity of a separate starting screen)

This is the "hub screen" in which all the important information should be in a short summarized form.

* Transitions to any other screen (main functionality)&#x20;
* Project news (patches, new missions, characters)&#x20;
* Eco player (a mini statistics visual similar to the stock exchange market, adding an element of professionalism)&#x20;
* Alerts (logs of what happened while player was away, tournaments, PVP, staking)&#x20;
* New available activities (missions, tournaments, etc.)&#x20;
* Available rewards (daily, weekly, challenges)

This screen should reflect any changes that occurred while the player was not online. Even if they just had a disconnect during the fight - the result of the fight should be available here. At least the transition immediately to the result.

It is better to make the interface as simple as possible as it will contain a lot of different information. A dynamic design is considered where everything is displayed with small icons that once clicked on, an enlarged window opens overlapping everything. More specific placement and the view are defined in the GUI document.

### Tactician&#x20;

This hall is responsible for everything related to the battles between the players. It will have the ability to launch battles (in addition to the quick battle button on the main screen), view statistics, and more. Receive daily and weekly PvP tasks. The tournament component of battles between players will be available here (excluding guild tournaments). The main focus is on the player, secondary on the tournaments.

Visual design: A room with several objects that stand out, each having a function. It can be designed as a kind of commander's tent (association with battles), even though this is a room in the training center. You can place a table with a model of the arena and figures with pictures on the walls of archers and crosses.

### Strategist (Add-on to main game)

This room is responsible for everything related to the battles between the player and the computer. On this screen, you can choose between story and non-story missions. You will also be able to reset or lock non-story missions including PvE tournaments and boss fights, see statistics of these fights and tournaments, switch between them, and view progress. Participate in tournaments and challenges and receive daily and weekly tasks/challenges.

Visual design: Hall with animals and other trophy creatures. There may be statues, skins on the floor, heads/torsos on the walls, paintings, and other trophy items.

### Roman Bath&#x20;

The Roman baths in Gladiators Honor have healing powers to restore fatigue of the gladiators. There are several small baths of various types of recuperation.

The process is paid depending on the selected type of recovery. Once a cycle is started, it cannot be interrupted before completion. You can speed up the process for an additional fee.

Visual design: Decorated in the style of the Roman baths, with high ceilings, and multiple tall columns. Shallow pools for sitting that differ in size and other visual details. Each pool has a menu, with inscriptions above them, for a different recovery type.

### Cartographer&#x20;

This hall is responsible for tax collection, crafting, upgrades, bets and transition to the marketplace.

Visual design: There is a huge table in the hall, on which lies a map of Rome, where the lands are displayed in the form of cards. On each card, there is a button to collect the tax. The cards are arranged in a row that can be scrolled in a circle.

### Training Hall&#x20;

Players can participate in training battles against bots or friends in a miniature arena decorated with guild heraldry.

Gladiators can improve skills, change their appearance, unlock new or use other alternative effects.

Visual design: In the background, on the side, exit to a small arena. Inside the room, like the cartographer hall, is a strip of gladiator cards. On each card, there is a button to improve characteristics.

### Bulletin Board (Add-on to main game)

&#x20;This section is designed to manage the gladiator rental interface and display basic statistics and ratings. Owners can earn passive income in GHON tokens by renting heroes to other players.

Visual design: Not yet determined, preliminarily a literal message board.

### Essence Workshop&#x20;

This hall is responsible for everything related to the crafting of items. In this interface, depending on the level of the land, players will be able to create items available to them. For players who do not own lands, this hall can not be activated (access to it is prohibited).

### Guild Menu Interface&#x20;

This section is intended to manage the guild interface. It will display the guilds and their ratings. Create, search and join guilds. Participate in events and complete quests to get more rewards!

Visual design: It consists of several screens. Each has its own task
