First impressions
Posted: Thu Mar 05, 2015 5:16 pm
In short, I found the game refreshing. all the pieces come togeather in an elegant way. Units are few, but each serves its own purpose. The game does a great job at depicting the "Partisans win by default just by staying alive and active" tenant of COIN warfare. This is not something many games did before.
Suggestions:
-My major UI suggestion would be that the game needs a clear and visual representation of which units completed their moves. A simple small icon going grey or more pale (like in Pacific General or Panzer Corps) would entirely sufice and is badly needed.
- Option to turn on hex grid overlay. This would help me with placing bases in correct ranges from strategic location, right now this is hard to cacluclate at times.
- As a followup to the point above - have an option to turn on fog of war overlay, sometimes I want to be certain if my view range reaches that copse of tees or is it one hex beyond.
- Villages feel generic. I think making a random name list for these would enchance immersion as well as allow players to quicker get their heads around a new random map. Shouldn't be too difficult, just look at old Vietnam staff maps that have been made public. Tons of small hamlets noted on said maps. I could compile such a list myself.
- Give the player the ability to leave nametags on hexes (IE: "Seen a RPG here"). Battle Acadmy 2 has that and imho its a very nice feature that would really be usefull in this game.
- Agent Orange. Have it be a decision like the emergency supply, that would target a hex and remove jungle. Should cost quite a bit and lower opinion in the nearest village to boot. This should be a decision used rarely (under normal circumstances it should be much cheper to just move an engineer). Still, agent orange could help with some exremes of the random maps - I found a jungle map with a village near the corner that was 10 hexes away from the nearest clear hex. I would be willing to pay 2000 Political support for such an "Agent Orange" decision on said map.
- NVA mortar units. A unit with a range of 3, these should move twoards a US base and fire at it, themselves remaining hidden until spotted per normal rules. These should not be too deadly, but should force the player to search from them, otherwise risking turn after turn of potential losses at bases.
- Weather. Have a chance for a tropical storm turn, this would limit visibility of all units to 1 and lower the range of helicopters to 75% or so.
- More ways to interact with villages, including aid and publci relations. I think it would be interesting if the dynamic of denying supplies to partisans (burnign chaches and evan crops) vs losing H&M support could be depiected.
- I'd also like an ability to turn one or two into strategic villages, with the corresponing political points cost.
- Could use more random events, good and bad. These should be an option and allow the player to play with or without these.
- What I did not like - NVA armored units launching an ambush against my firebase. That just felt weird and ahistorical - only times NVA tanks attacked any US base by surprise was during Tet against a small outpost west of Khe San. I do not think armored units should be able to ambush in the game.
- Extend the map several rows of hexes in the west and label these as Cambodia or Laos, with a clearly marked border. VC and NVA can move in and out, unlike US. Bases do not spawn there, nva and VC remianing beyond the border do not influence local villages etc. Basically this could allow the communists to regrounp and move around their units outside of direct US threat. Communist units outside the border should only be possible to be attacked by airstrikes.
- I understand why this is so (probably lots of AI scripting for the US side), but I think the ability to play as NVA/VC should come in a future patch. The game seems like a good candidate for multiplayer too.
Other stuff:
Graphics: are ok-ish, but nothing to brag about. On the plus side - the map is in natural and soft tones, doesn't prove tiring for the eyes (something which was a problem for me for example with Battle Academy 1).
Sounds:OK-ish, although I was expecting some iconic period US music though. I was also expecting real AK-47 and M-16 sounds, which doesn't seem to be the case.
Unit order verbal confirmations can start to be annoying once the amount of units increases ("Plebs are needed" syndrome).
All in all better than expected and will reccomend the game to friends. I was a bit hesitant at first thinking the game will be simplistic, but there relaly is more here than meets the eye.
Suggestions:
-My major UI suggestion would be that the game needs a clear and visual representation of which units completed their moves. A simple small icon going grey or more pale (like in Pacific General or Panzer Corps) would entirely sufice and is badly needed.
- Option to turn on hex grid overlay. This would help me with placing bases in correct ranges from strategic location, right now this is hard to cacluclate at times.
- As a followup to the point above - have an option to turn on fog of war overlay, sometimes I want to be certain if my view range reaches that copse of tees or is it one hex beyond.
- Villages feel generic. I think making a random name list for these would enchance immersion as well as allow players to quicker get their heads around a new random map. Shouldn't be too difficult, just look at old Vietnam staff maps that have been made public. Tons of small hamlets noted on said maps. I could compile such a list myself.
- Give the player the ability to leave nametags on hexes (IE: "Seen a RPG here"). Battle Acadmy 2 has that and imho its a very nice feature that would really be usefull in this game.
- Agent Orange. Have it be a decision like the emergency supply, that would target a hex and remove jungle. Should cost quite a bit and lower opinion in the nearest village to boot. This should be a decision used rarely (under normal circumstances it should be much cheper to just move an engineer). Still, agent orange could help with some exremes of the random maps - I found a jungle map with a village near the corner that was 10 hexes away from the nearest clear hex. I would be willing to pay 2000 Political support for such an "Agent Orange" decision on said map.
- NVA mortar units. A unit with a range of 3, these should move twoards a US base and fire at it, themselves remaining hidden until spotted per normal rules. These should not be too deadly, but should force the player to search from them, otherwise risking turn after turn of potential losses at bases.
- Weather. Have a chance for a tropical storm turn, this would limit visibility of all units to 1 and lower the range of helicopters to 75% or so.
- More ways to interact with villages, including aid and publci relations. I think it would be interesting if the dynamic of denying supplies to partisans (burnign chaches and evan crops) vs losing H&M support could be depiected.
- I'd also like an ability to turn one or two into strategic villages, with the corresponing political points cost.
- Could use more random events, good and bad. These should be an option and allow the player to play with or without these.
- What I did not like - NVA armored units launching an ambush against my firebase. That just felt weird and ahistorical - only times NVA tanks attacked any US base by surprise was during Tet against a small outpost west of Khe San. I do not think armored units should be able to ambush in the game.
- Extend the map several rows of hexes in the west and label these as Cambodia or Laos, with a clearly marked border. VC and NVA can move in and out, unlike US. Bases do not spawn there, nva and VC remianing beyond the border do not influence local villages etc. Basically this could allow the communists to regrounp and move around their units outside of direct US threat. Communist units outside the border should only be possible to be attacked by airstrikes.
- I understand why this is so (probably lots of AI scripting for the US side), but I think the ability to play as NVA/VC should come in a future patch. The game seems like a good candidate for multiplayer too.
Other stuff:
Graphics: are ok-ish, but nothing to brag about. On the plus side - the map is in natural and soft tones, doesn't prove tiring for the eyes (something which was a problem for me for example with Battle Academy 1).
Sounds:OK-ish, although I was expecting some iconic period US music though. I was also expecting real AK-47 and M-16 sounds, which doesn't seem to be the case.
Unit order verbal confirmations can start to be annoying once the amount of units increases ("Plebs are needed" syndrome).
All in all better than expected and will reccomend the game to friends. I was a bit hesitant at first thinking the game will be simplistic, but there relaly is more here than meets the eye.