Time paradox missing?

It is 1965 and the US ground war in Vietnam is in full swing. As a US Army commander, wage a counter-insurgency (COIN) war to secure the Ia Drang valley, on the border with Cambodia.
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ErissN6
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
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Time paradox missing?

Post by ErissN6 »

Looking at the new difficulty options, I was surprised that more turns is easier.
Okay not so surprised at 2nd tought as I already know well this game.
I think that on the time, the US should loose little by little, in a final "US go home!"
I think that's because eliminating VCs give wrongly, or maybe just too much, H&M points:
for me VCs are often Viet fighting people, and so eliminating them should not so please the villagers.
Even villagers could tell the reverse and smile to the armed-to-the-teeth US soldiers.

About NVA, okay, they should be seen as next 'friendly' invaders by viet people, almost as for Americans.
scaz
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Re: Time paradox missing?

Post by scaz »

I agree with Eriss. There should be some sort of "war weary" factor in the game. As the war dragged on, the American people lost enthusiasm for the war. Maybe as the turns go on, the U.S. Player gets less points for killing enemy units since that number represents Americas enthusiasm for the war. Just a thought.
ogre
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Time paradox missing?

Post by ogre »

The NVA base metric takes care of the war weary factor quite nicely.
Every Single Soldier
Vietnam ’65 developer
Vietnam ’65 developer
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Re: Time paradox missing?

Post by Every Single Soldier »

That is why in the original game design, 45 turns was optimal, the longer the game progresses the easier it will get provided the player is not in too bad a shape around the 45th turn. The U.S. Then has time on its side as it has more units deployed etc :shock:
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