本帖最后由 championzhao 于 2009-7-12 18:49 编辑 $ q" v! A+ M' i7 n3 R$ ?: W# w3 D
" h- }/ w: L2 K$ N9 B' m懒得翻译了,自己看下吧+ q8 u1 A( v) V$ a$ C; w% u
5 s$ }4 p( I0 G( z
Victory Points
4 I! ]6 H5 U) o+ @' u- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.- p. J, w+ a. B% d0 @! M
- Points are awarded in following ways:: ?8 o9 T: E' F/ s3 n( z- r
- Aircraft Destroyed: 1 VP per 1 plane.
$ K$ j6 W/ `4 P _* U - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
" ^- I9 G8 L6 K* x; o - Soviet: 1 VP for every 6 items destroyed.
+ ]; {9 C2 w u2 [2 F - All Other Allied: 1 VP for every 3 items destroyed.
6 \, r9 Q! \+ l7 v - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
! n9 i; j7 i, f7 J! W; S - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
7 j' k& n* }4 Z: { - CV, CVL = durability + 3 * A/C capacity.
% T" n! G* t2 ?& s( S - CVE = durability + 2 * A/C capacity.
6 A5 @% a0 h' L. s8 E0 b( K- | - CS = durability + A/C capacity.
+ X2 f" ^# Y n9 j# e* \ - BB, BC = durability * 1.33.
# V# Q+ g! _3 |; G1 ~7 X2 e0 X - LST, LCI, PG, ML = durability / 2.$ `3 X: z' q1 U2 e
- AP, AK, TK, AO, LSD = durability / 2.3 w7 D: K: ^3 K7 Z. O7 p' T
- SS = durability / 3.
; w- ` t9 I5 v' a! `4 B) X" O - Scuttled ships = standard VP - 10%.+ H8 P! u0 s- i! H
- Barges = 0 VP.
; Z& ?& y, E! ^ M! Q/ y7 T8 B( z6 j% Y
! l% N8 p- K4 M* ^: p* F - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.$ E2 X# J3 i, ~
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. + w0 h( T# W9 a0 J( n
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.; b4 y* I, o' w( n. H" |( s2 N
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.' Z- f$ l2 X! \+ D+ P9 r# m
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.' b/ T6 `9 [: U% g' Q! x- l
- Final VP value for holding a Base is calculated by following formula:
+ H4 F: f- O) P, Y Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
- R+ ^% e: Y8 @2 ^0 w2 z7 p. X- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
5 y1 X% [" z/ Y: B; z1 \/ {8 f2 A6 S value is in parenthesis).
6 y9 q& k6 d1 [) G - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
) u6 m1 N6 x% o% ]# D, Y. G - If Supplies are lower than required, rewarded Final VPs are also lower.4 ? K" ^7 K1 b: @3 J4 `0 j6 g
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.3 @- M# E# s1 S7 h
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.# h; W; n) w& x3 | j- a. D) I
- 2 VPs awarded per damaged point.0 V: G3 L7 b( U( \) S$ E
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
) }) o& ~% w% q+ O. v# d - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
4 ^) ]0 d+ H, f% L2 p0 W& D attack (including firestorms / A-bombs). T9 L. g) L/ P" D& o- k. J
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed 7 |$ s5 \7 l* }/ n! X4 i8 }
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
* W2 m; {6 ^5 D' p& h( ] - For Allies, Industry VPs are scored only for bombing mainland Japan.% o% G) y/ I3 a5 N) y
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |