i think this is a wonderful ideaVietnam65 wrote:We are working on an alternative supply model , one centered around the bases holding supplies and unit in close proximity are supplied automatically , only units that venture further out need helps to resupply, so with this model you resupply the bases mostly, not all the individual unit, work in progress
Vietnam 65 unbiased comment
Re: Vietnam 65 unbiased comment
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Re: Vietnam 65 unbiased comment
How about a special supply chopper and or medavac chopper that has a longer range or can carry more supply and pick up wounded units only but sacrifices all of its combat/defense points to do so.
I would also like to see if its was possible to fly reinforcements out to a unit instead of having to bring them back to base camp all of the time not sure how to balance this one out.
I would also like to see if its was possible to fly reinforcements out to a unit instead of having to bring them back to base camp all of the time not sure how to balance this one out.
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- Vietnam ’65 developer
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Re: Vietnam 65 unbiased comment
That is the weirdest terrain yet ...
Well does prove it is random , I guess....
Yes I was answering your question, I honestly don't know what the guy is saying, I will ask the audio guy

Yes I was answering your question, I honestly don't know what the guy is saying, I will ask the audio guy

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Re: Vietnam 65 unbiased comment
Don't really want different categories of helos, might lose authenticity, and with COIN warfare you need flexibility , as when the enemy pops up, you drop everything and go after them.
Not sure about reinforcements and deployed hospitals, makes the player too powerful, casualties need to put pressure into the system.
Not sure about reinforcements and deployed hospitals, makes the player too powerful, casualties need to put pressure into the system.

Re: Vietnam 65 unbiased comment
I'm sure your list is long but here's a couple more quick ideas to consider:
1. Special Forces should be able to gather INTEL from villages just like any other Army unit. All Army units gather INTEL when they can and Special Forces are extremely good at it.
2. Supply drops in other hexes. I.E. let a unit retreat or move to another hex area to get supplied with a small risk that the supply drop been stolen or booby-trapped.
3. VC should "pop-up" randomly near the original base. I haven't seen one yet come anywhere close to it so I don't bother to defend it anymore.
4. Make RPG fire a percentage of both hit and damage. RPG's are notorious for missing intended targets, especially aircraft flying by.
5. Unit Decals (Read this idea previously in someone's post...great idea).
6. "On the Ground" Commander or command element with some leadership bonus to nearby soldiers but also increases likelihood of enemy attack?
7. I also like the idea of additional move points for Infantry following another unit or SF unit through the jungle. All Jungles have trails. Maybe increase ambush probability?
Thanks for now!
1. Special Forces should be able to gather INTEL from villages just like any other Army unit. All Army units gather INTEL when they can and Special Forces are extremely good at it.
2. Supply drops in other hexes. I.E. let a unit retreat or move to another hex area to get supplied with a small risk that the supply drop been stolen or booby-trapped.
3. VC should "pop-up" randomly near the original base. I haven't seen one yet come anywhere close to it so I don't bother to defend it anymore.
4. Make RPG fire a percentage of both hit and damage. RPG's are notorious for missing intended targets, especially aircraft flying by.
5. Unit Decals (Read this idea previously in someone's post...great idea).
6. "On the Ground" Commander or command element with some leadership bonus to nearby soldiers but also increases likelihood of enemy attack?
7. I also like the idea of additional move points for Infantry following another unit or SF unit through the jungle. All Jungles have trails. Maybe increase ambush probability?
Thanks for now!
Re: Vietnam 65 unbiased comment
nHoly gaur! I refuse to believe this. This is photoshop. Must be.[/quote]
nope, not at all
nope, not at all
Re: Vietnam 65 unbiased comment
another thing you might want to consider...this game is centered so much on killing enemy units, but then sometimes, you can go turns without seeing any enemies. all the while its costing PP, perhaps the enemy could show up a little more often??raykruse wrote:I'm sure your list is long but here's a couple more quick ideas to consider:
1. Special Forces should be able to gather INTEL from villages just like any other Army unit. All Army units gather INTEL when they can and Special Forces are extremely good at it.
2. Supply drops in other hexes. I.E. let a unit retreat or move to another hex area to get supplied with a small risk that the supply drop been stolen or booby-trapped.
3. VC should "pop-up" randomly near the original base. I haven't seen one yet come anywhere close to it so I don't bother to defend it anymore.
4. Make RPG fire a percentage of both hit and damage. RPG's are notorious for missing intended targets, especially aircraft flying by.
5. Unit Decals (Read this idea previously in someone's post...great idea).
6. "On the Ground" Commander or command element with some leadership bonus to nearby soldiers but also increases likelihood of enemy attack?
7. I also like the idea of additional move points for Infantry following another unit or SF unit through the jungle. All Jungles have trails. Maybe increase ambush probability?
Thanks for now!
Re: Vietnam 65 unbiased comment
you might want to consider Spooky, aka Puff the magic dragonVietnam65 wrote:Don't really want different categories of helos, might lose authenticity, and with COIN warfare you need flexibility , as when the enemy pops up, you drop everything and go after them.
Not sure about reinforcements and deployed hospitals, makes the player too powerful, casualties need to put pressure into the system.
http://en.wikipedia.org/wiki/Douglas_AC-47_Spooky
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- Vietnam ’65 developer
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Re: Vietnam 65 unbiased comment
1. SF do gather Intel, covertly, hence the larger detection radius, infantry do it overtly in the village.kayeldee wrote:another thing you might want to consider...this game is centered so much on killing enemy units, but then sometimes, you can go turns without seeing any enemies. all the while its costing PP, perhaps the enemy could show up a little more often??raykruse wrote:I'm sure your list is long but here's a couple more quick ideas to consider:
1. Special Forces should be able to gather INTEL from villages just like any other Army unit. All Army units gather INTEL when they can and Special Forces are extremely good at it.
2. Supply drops in other hexes. I.E. let a unit retreat or move to another hex area to get supplied with a small risk that the supply drop been stolen or booby-trapped.
3. VC should "pop-up" randomly near the original base. I haven't seen one yet come anywhere close to it so I don't bother to defend it anymore.
4. Make RPG fire a percentage of both hit and damage. RPG's are notorious for missing intended targets, especially aircraft flying by.
5. Unit Decals (Read this idea previously in someone's post...great idea).
6. "On the Ground" Commander or command element with some leadership bonus to nearby soldiers but also increases likelihood of enemy attack?
7. I also like the idea of additional move points for Infantry following another unit or SF unit through the jungle. All Jungles have trails. Maybe increase ambush probability?
Thanks for now!
2. In the original fame the plsyer could drop supplies anywhere on the map and units could move into the hex and resupply, did not feel right with a map littered with crates....

3. Base attacks are the domain of the NVA, these missions are created during the course of the game based on the HM score, also NVA offensives target bases.
4. RPG hits are about balancing the game, this and mines restrict the free movement of the player, otherwise the game would be risk free for the as the player roams the map unrestricted
5. Agreed and coming soon....
6. Not sure what dimension this would add, but I must say it is one of the very few suggestions that includes a balancing element, as most are requesting addition to the U.S. without the necessary balancing act for the enemy

7. We are testing a combat modifier for units in close proximity to GB, representing spotting and Intel, but not movement modifiers, need to be careful of making any one unit a super-unit, refer to point 6

With regards to Spooky, refer to point 6

Thanks for the feedback, I am taking notes...
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Re: Vietnam 65 unbiased comment
You can always find the enemy if you have green berets. Keep them patrolling and moving about as an early warning system or spotters for the zoomies, gunships, and arty.
Re: Vietnam 65 unbiased comment
yeah, spooky would constitue little more than a new skin...might be pretty cool to see anyway...you might also consider using the huey gunship instead of the cobra all the time...imo its cooler lookingVietnam65 wrote: With regards to Spooky, refer to point 6![]()
see?? cooler looking, would make a cool skin

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- Vietnam ’65 developer
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Re: Vietnam 65 unbiased comment
This is true ... 

Re: Vietnam 65 unbiased comment
won my first mission last night...yay!!! felt pretty good
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- Vietnam ’65 developer
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Re: Vietnam 65 unbiased comment
Glad to hear it, and this game is just getting started 

Re: Vietnam 65 unbiased comment
You know that you have an excellent base, due to your passion and decades of thinkings (and then work)..Vietnam65 wrote: this game is just getting started
Don't forget to not spoil it: "the better is the enemy of good". ("Le mieux est l'ennemi du bien.")
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- Vietnam ’65 developer
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Re: Vietnam 65 unbiased comment
So the mantra right now is "You can't please everyone all of the time : more of the core " 

Re: Vietnam 65 unbiased comment
am i correct in assuming, there are no "missions" to speak off?? you just continue with more of the same thing?? btw, i just made colonel
Last edited by kayeldee on Wed Mar 18, 2015 9:14 pm, edited 2 times in total.