I like that idea. The initial ones are clear about learning the systems. Later ones could include lessons on specific concepts that are vital but, while popups do explain them in the shipyard, you still have to look. Plus it's good to set expectations so players' early experiences aren't  "I keep losing, this game sucks" but "wow, they said this would be difficult and I got beaten, let's see what I need to learn to win". I'm talking about "Target Signature", for example. Absolutely everythi