本帖最后由 championzhao 于 2009-7-12 18:49 编辑 6 @5 ]( @/ q* F8 H& o4 Z
8 U, v, G' P! K" l- C. f" _. W. W懒得翻译了,自己看下吧% ^5 _4 n* d! m3 a, S; @0 {
; C3 r1 F8 R( FVictory Points
, u: j+ I$ S( G% ]! e5 W- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.( b! u) ]" e4 n2 F- g, _$ R
- Points are awarded in following ways:
4 }2 ?( ~' V7 J* F& ?8 D* Z - Aircraft Destroyed: 1 VP per 1 plane.
& @! q+ t6 A B; H( e - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed., k" z6 n. }0 G
- Soviet: 1 VP for every 6 items destroyed.
$ ` U9 c( s$ {9 C - All Other Allied: 1 VP for every 3 items destroyed.
8 e* z6 c6 w# _/ t( i - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
/ h9 Z; M( v+ b: u - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
/ x/ I) a! c5 L3 t; J - CV, CVL = durability + 3 * A/C capacity.
8 m4 l& I7 ? v. }9 Y - CVE = durability + 2 * A/C capacity.7 Y2 O: [$ V7 N8 C# o* O
- CS = durability + A/C capacity.
) `4 q6 j( r5 ?) f - BB, BC = durability * 1.33.* F t1 \4 C. b9 C+ W# R8 E0 A$ j
- LST, LCI, PG, ML = durability / 2.- s; Z: p _( L+ y
- AP, AK, TK, AO, LSD = durability / 2.
! }9 S4 q* S( r6 R, f j - SS = durability / 3.
5 q& U7 }; ^+ _( v! {5 ~1 \ - Scuttled ships = standard VP - 10%.6 \2 H7 l& v$ n3 {9 ]
- Barges = 0 VP.
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.5 f; z$ c M: t
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
1 i. z( J- t' e$ j( b - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.* J+ d- s( X$ a9 [& b8 _
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.1 M/ V! E5 j2 f" T$ _) [
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.% p; Z+ @5 _' N" O k4 I' O
- Final VP value for holding a Base is calculated by following formula:/ R5 f. Y3 k7 A" d d
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]. s- G' `- ^* R2 D+ I- R
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP , |0 ^$ B' e9 M3 v4 X, r% l
value is in parenthesis).
9 N( F1 O4 d5 I, @8 ~+ X0 O; l - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.* M5 a$ q0 g+ `2 t, P) f! w
- If Supplies are lower than required, rewarded Final VPs are also lower.
0 d( f/ ?! p9 Y7 S( Z5 \& q - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base. x0 C& G4 S9 c7 m3 t* z
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.0 T+ K4 t/ o4 w' ?1 m% W8 e
- 2 VPs awarded per damaged point.
; @# h4 ^# A$ y& p/ o) n+ P - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
' @: b4 p1 @9 J C- U - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
$ \) m* n% @2 s( Z attack (including firestorms / A-bombs).6 v$ C5 L$ R% y0 w2 W+ s
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
! n) P9 m" T- b8 b) _+ f! Q again, player keeps earning VPs as long as Industry hex keeps repairing itself.
) |/ w/ U6 u0 R - For Allies, Industry VPs are scored only for bombing mainland Japan.+ m5 |$ A2 z2 y8 k
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |