本帖最后由 championzhao 于 2009-7-12 18:49 编辑 5 Z( @1 K! h- G7 P0 T
7 _- p& ^& Z# R/ e5 t$ m) F懒得翻译了,自己看下吧) A+ f# T' T( O
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Victory Points! X2 U2 A) f; j) w/ O9 S7 S2 _
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.& c3 p7 B {2 Q2 [4 t' \
- Points are awarded in following ways:
. l# g5 {2 }! i1 u6 |/ H - Aircraft Destroyed: 1 VP per 1 plane.
u* j; ]* x3 W; J/ F% U& [ - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
5 I' j# ?0 N1 ]- {9 e5 m! Y - Soviet: 1 VP for every 6 items destroyed.
! O. R, U8 k C* f - All Other Allied: 1 VP for every 3 items destroyed.# J2 H( l9 y- m; C# {+ {- o
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.* a0 G) W2 r) l$ k+ h
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
' \+ D: q- z% q( h - CV, CVL = durability + 3 * A/C capacity.
% b% O- p: W- i) I( q* l' I - CVE = durability + 2 * A/C capacity.7 ? F7 ]- U$ e5 P2 f% C
- CS = durability + A/C capacity.
) @6 a4 d9 u6 Z/ I - BB, BC = durability * 1.33.
" d0 |3 [" ?% H) e - LST, LCI, PG, ML = durability / 2.
! e8 {$ T% Z0 o+ @. x5 W9 C - AP, AK, TK, AO, LSD = durability / 2.0 [& M% b. J2 e4 \# ~+ d
- SS = durability / 3.
4 c& z- u/ X. u! F O/ ?$ @1 p4 N2 j' k - Scuttled ships = standard VP - 10%.
0 t; g. @2 f/ w6 f+ s - Barges = 0 VP.
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% i% p( D; D0 f6 K% c% Z - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
5 T- x9 ^( e7 {* R1 [# k - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
4 Z$ u3 n: e. l3 E9 c; I0 Z - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
. D/ y% }( j+ `1 \+ b - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.' u. V e; a$ I' Q' ]5 \+ j
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
2 E7 P5 e( h% o - Final VP value for holding a Base is calculated by following formula:5 a7 @& v- e3 l9 j; J) r9 |. p. Q
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]' J0 i! @+ @- v! Q4 B- ?
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP ; K0 p. X9 H# y0 |
value is in parenthesis).) J) G7 K& T/ m; W4 C
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.& r2 y4 s9 ~$ q
- If Supplies are lower than required, rewarded Final VPs are also lower.
8 ~- }: \: o4 I4 |! N$ c7 w& Z - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base./ |& j" P9 x: x5 y
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.9 v4 b$ A8 l& ], l T4 s
- 2 VPs awarded per damaged point.
1 N1 i- {1 D/ S( z* z3 M - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).5 A( f; @" L) X- T2 j
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 4 {9 j: o6 G* H& D! X) s9 C# T
attack (including firestorms / A-bombs).$ w: |6 M/ W+ q# ~3 `% J/ W
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
: S. g5 i; T: V7 ?. O. t$ \ again, player keeps earning VPs as long as Industry hex keeps repairing itself.# N- k) w8 ~! j+ M- {; [
- For Allies, Industry VPs are scored only for bombing mainland Japan.
4 B$ R# Q8 i4 N3 n - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |