Hi all,
Really like this game. For a beer and pretzel game this has just the right depth of play.
The three things that need to be fixed in my opinion are the incessant clicking, lack of a back or undue button and the supply, supply, supply implications in the game.
I really like the game play, but limiting companies to "five" turns just limits them too much. I know from experience that supplies were always a huge concern, but Charlie was always the number one threat. In this game, supplies are too predominant. Maybe a switch to increase the number of turns of in supplies would do it.
This game really begs for an undue button. Especially where you do not contact the enemy. It is frustrating to "miss" a company that you dropped off last turn to investigate a village and not to have clicked him back into the chopper. URGH!!!
Three things that have to be fxed
Re: Three things that have to be fxed
Some interface tweaks would be nice, but I think the supply underpinning is too intertwined in the strategy to change it.
Keep in mind that the supply is modeling more than just "supply" in general, but the bigger concept of extended operations and basing. Choppers and infantry can ferry at full single turn chopper range between main base or fire base and never have to resort to chopper or emergency supplies. They can both ferry at half single turn chopper range from any forward bases without the need for any supply drops or supply ferries. This is modeling the intrinsic "zone of control" of the bases. You can pretty much drop and engage anywhere within these control zones without ever getting a call for supplies.
It is only when extending beyond the base control ranges or when using an "occupation" strategy that the supply calls begin to come in. This is modeling the price of extended range operations and/or the price of maintaining a presence.
Keep in mind that the supply is modeling more than just "supply" in general, but the bigger concept of extended operations and basing. Choppers and infantry can ferry at full single turn chopper range between main base or fire base and never have to resort to chopper or emergency supplies. They can both ferry at half single turn chopper range from any forward bases without the need for any supply drops or supply ferries. This is modeling the intrinsic "zone of control" of the bases. You can pretty much drop and engage anywhere within these control zones without ever getting a call for supplies.
It is only when extending beyond the base control ranges or when using an "occupation" strategy that the supply calls begin to come in. This is modeling the price of extended range operations and/or the price of maintaining a presence.
Re: Three things that have to be fxed
I've often wanted to undo a move. But unfortunately, because of the game's emphasis on intelligence, I think it would be hard to add without allowing player exploits - move to a space, verify that there are no adjacent enemies, then undo the move.
Supply is a debatable point - units being eliminated is harsh (although elimination in the game clearly does not represent the unit wiped out, just rendered ineffective for the game's duration) but allowing units to exceed supply could also be exploited. Maybe some other penalty (a stiff PP loss possibly) is appropriate, at least for a grace period.
Supply is a debatable point - units being eliminated is harsh (although elimination in the game clearly does not represent the unit wiped out, just rendered ineffective for the game's duration) but allowing units to exceed supply could also be exploited. Maybe some other penalty (a stiff PP loss possibly) is appropriate, at least for a grace period.
Re: Three things that have to be fxed
As an 'undo' button you can still load back the automatic save of the very start of the turn.
Re: Three things that have to be fxed
A confirmation method would work as an undo. Execution can be arranged by showing the unit traveling to the designated hex assuming no enemy interference, similar to the projected path shown when a unit has a multi-turn mission. The main feedback is to show the unit moving, to avoid those times when it's not clear which one you're moving. A confirmation click will show the unit moving again, this time with enemy interference or detection. An undo click will not execute the actual movement.Nijis wrote:I've often wanted to undo a move. But unfortunately, because of the game's emphasis on intelligence, I think it would be hard to add without allowing player exploits - move to a space, verify that there are no adjacent enemies, then undo the move.
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- Vietnam ’65 developer
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Re: Three things that have to be fxed
Both supply and the undue button have been covered in depth on this forum. The undue button will kill the experience as this game is intel based, having said that we need to optimise the UI to avoid any frustration. adding a confirmation click just adds another click to every command, too heavy a price. Very open to suggestion on the UI but am not on the side of putting in an undue button
Supply is another hot topic, once again it is about balance, we can have the US roaming the map at will hunting insurgents, just not realistic nor any challenge. A solution is to have units within close proximity to a base or road network get supplied automatically, only with deep insertion will helo resupply be necessary. We are trying this model in the Afghanistan adaption we are currently busy with, if it works well, we will retrofit it into Vietnam.

Supply is another hot topic, once again it is about balance, we can have the US roaming the map at will hunting insurgents, just not realistic nor any challenge. A solution is to have units within close proximity to a base or road network get supplied automatically, only with deep insertion will helo resupply be necessary. We are trying this model in the Afghanistan adaption we are currently busy with, if it works well, we will retrofit it into Vietnam.