本帖最后由 championzhao 于 2009-7-12 18:49 编辑 P5 U' R! Y+ u$ D- j h
0 h- d! g0 a4 y( v6 Z懒得翻译了,自己看下吧
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8 m1 r0 N' e! z' c6 |" K' m; M3 oVictory Points
$ R; n* \/ B2 `0 z0 r2 ~$ V- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.9 X: d7 g& b H3 @6 x4 [) t
- Points are awarded in following ways:! L+ T, @! `& p8 J* V
- Aircraft Destroyed: 1 VP per 1 plane.
) I# j- k% y" V4 y- }, y - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.' ~2 |1 \" \+ b5 C7 p: l: N% J
- Soviet: 1 VP for every 6 items destroyed.$ }4 t; H: N C6 C6 a# J/ F
- All Other Allied: 1 VP for every 3 items destroyed.
5 x/ F6 F4 J, C r) a - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.) \* k: a3 A9 L* P4 ? g
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
0 A- h C$ i- z% n2 S! { - CV, CVL = durability + 3 * A/C capacity.
+ u- J# |9 N: y) l, \ - CVE = durability + 2 * A/C capacity.7 V) Y$ x9 s9 G( `. k+ d
- CS = durability + A/C capacity.7 K4 ~) J$ N7 Z+ g a+ d
- BB, BC = durability * 1.33.: H; l$ |$ R1 T! [, u9 L9 }
- LST, LCI, PG, ML = durability / 2.1 o* l8 T8 l* W& x" _
- AP, AK, TK, AO, LSD = durability / 2. g0 ?: R2 `+ q! [: |
- SS = durability / 3.
5 U* {% j$ q/ Z) p) E% p! x5 P9 B - Scuttled ships = standard VP - 10%.: K8 [* y# S% R ~3 ]$ `% J
- Barges = 0 VP., d* K9 [, O* ?& D- O
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
+ z- H; Z( E) Z4 @ - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
! Y% k/ x0 Q' r4 H - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
8 t( t$ p3 l% z - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
7 o2 S9 f0 y9 e4 g# I5 D. n - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership., q: J$ S! B9 ~: _! H. i- m+ e
- Final VP value for holding a Base is calculated by following formula:$ X1 J, Y3 G5 g1 `: z
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
* _1 o0 {! ? W, _3 U- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP 8 P5 A, k/ w, ^
value is in parenthesis).
# ], T" }8 r+ B6 g5 W% ^ - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
" U5 \. M( \+ { - If Supplies are lower than required, rewarded Final VPs are also lower.8 Z: `; O u' p- |! j- F7 K
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.' b" \+ d& Q6 L2 Z8 l
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.9 ?: ]( C0 l' m$ A2 k \
- 2 VPs awarded per damaged point.
b. V9 d; F0 N3 F3 a1 N5 p! h* Z - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
% o) S) t3 B9 _7 P- w9 _) X9 O - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of * r3 U$ t- o/ M* W4 l
attack (including firestorms / A-bombs).
; n, ~4 }$ ^' ^0 ~' Z8 G, ]- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
8 |! T3 g- e R* X; r again, player keeps earning VPs as long as Industry hex keeps repairing itself.
+ B; y2 t0 A) f2 x1 T# r - For Allies, Industry VPs are scored only for bombing mainland Japan.
; C. u, c" m* x# y6 _1 s! G - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |