本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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4 L5 o3 n5 G, }1 C懒得翻译了,自己看下吧' Y, }# Q; ~% F& ^2 f$ O
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Victory Points
! f4 W1 I- b. J+ y, k- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.% x' E$ B. G* i2 b" X. }4 M* Z( N
- Points are awarded in following ways:5 F; g! ^7 A1 t( R5 P7 d
- Aircraft Destroyed: 1 VP per 1 plane.$ W/ b4 `1 w& @
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
+ f1 h& X% B8 w" }. t* X, \4 N - Soviet: 1 VP for every 6 items destroyed.
& b) ~0 `4 U! {# I/ S - All Other Allied: 1 VP for every 3 items destroyed.
* {0 [* n: V" t: x6 n - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.4 O ?( V" x3 r% y. ?- T: b# [ d
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
2 b* y: C, I; w2 b a% ^ - CV, CVL = durability + 3 * A/C capacity.
, C B5 d$ o# Z - CVE = durability + 2 * A/C capacity.; u& T( H. v1 _: J, w B- D# o
- CS = durability + A/C capacity.
" Y% S! J9 A1 _" l - BB, BC = durability * 1.33.
) g' n& h/ D" z7 t - LST, LCI, PG, ML = durability / 2.
4 a0 @. L1 y1 q5 a" g+ J - AP, AK, TK, AO, LSD = durability / 2.
9 R9 x& b, r4 _! l/ p" h8 [ - SS = durability / 3.4 S' s2 `7 w8 v6 K% l
- Scuttled ships = standard VP - 10%.6 f; `( w- B$ T5 U* g
- Barges = 0 VP.: W1 T: R: u0 M1 O4 k
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.6 R# N5 A; f: Y8 D0 ^9 z7 Y6 z4 o8 A
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. 3 r. J( h) R8 o% l6 J' s! a1 t
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.. M- N9 I4 N! S$ k
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
3 W3 ?+ ^* T5 F, \: s' V - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.. [; Q0 c% c7 W( k
- Final VP value for holding a Base is calculated by following formula:
$ g/ U* Z( m8 Z, m- U! G& u Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
! q# e* Z- i! ]: @6 V* k- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP $ ^2 n9 e; ?0 z$ R
value is in parenthesis).# B5 w- |, ]0 y: v
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.% r8 O( n! m" E8 B
- If Supplies are lower than required, rewarded Final VPs are also lower.
4 P- D# X9 o6 A8 e" t/ [) e( ]5 o - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.6 X% m0 {; ]. T1 B- R+ _4 I0 y
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
% N/ j @3 f1 X' i - 2 VPs awarded per damaged point.
* {3 Z- X% B1 z3 R ^2 L - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
, P1 u( R6 I% e& f6 T6 l: N - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
0 p: i7 a Z5 c2 D attack (including firestorms / A-bombs).$ v4 J% Y2 Y9 G
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
4 b/ m/ u6 u1 }" r6 u U again, player keeps earning VPs as long as Industry hex keeps repairing itself.
5 Y' c- Y1 p, S4 D4 l1 ]7 s! U0 D - For Allies, Industry VPs are scored only for bombing mainland Japan.
% ~& \3 B/ l$ F9 S5 _+ m - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |