本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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u: F2 r* q0 L0 A, m懒得翻译了,自己看下吧5 Q9 h1 f# r5 y1 P5 X* v2 _4 M' n3 D
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Victory Points
( Z- Z' S- a$ X) H7 ~* {" |6 t- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won." j+ j- D' @; N' i
- Points are awarded in following ways:4 @- U$ {) o% j4 d% R e
- Aircraft Destroyed: 1 VP per 1 plane.
% a3 c7 O9 Q( B# ]( g - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
1 K1 a# l7 q9 U# I - Soviet: 1 VP for every 6 items destroyed. G' ~9 @2 e3 o4 W4 p1 S
- All Other Allied: 1 VP for every 3 items destroyed.+ ^7 U1 j3 n$ S+ c& t( B
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.2 _% Q+ h$ V7 E; @/ Q
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
" r+ f$ ]1 x. u: h( D - CV, CVL = durability + 3 * A/C capacity.( }7 r5 Z! K3 u0 M1 b& l
- CVE = durability + 2 * A/C capacity.0 d4 D+ t- _, \6 g
- CS = durability + A/C capacity.
9 n4 D% P, B: Y( j - BB, BC = durability * 1.33.
3 `3 A6 d: t) a" y - LST, LCI, PG, ML = durability / 2., p; s N" V! H* V* M1 d
- AP, AK, TK, AO, LSD = durability / 2." z& _- E4 E" a+ Q
- SS = durability / 3.( ]/ V( p8 O# X. s9 }0 }
- Scuttled ships = standard VP - 10%.5 e4 V# a% @3 c _1 w8 R
- Barges = 0 VP." b( U! I* Q2 }. Y* u
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.) K+ I) U( O& }8 x7 g. [% I
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
; y; I9 y. Z) U" Y: c3 _) u - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
1 g1 B& s. o) E/ g7 w% G - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
9 L- x' {. R3 F) S5 s6 V* q1 q - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.6 R4 G7 M9 n+ C$ H
- Final VP value for holding a Base is calculated by following formula:
5 g& _/ T1 e9 H8 g$ M1 Z Final VP = Basic VP * [ Port size + (Airfield size * 2) ]7 h3 a! R4 z8 p# l. r7 T1 T
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
+ N4 H% m* O& x value is in parenthesis).
" D0 b5 z* F ~ I6 P - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
3 f5 r% p% u6 }: x% o - If Supplies are lower than required, rewarded Final VPs are also lower.
* ^5 U) ?/ \, t Y* X- |, u6 A - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.% R3 m# t. R0 H: G6 d$ f$ E6 `4 h
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.8 N. |; j' `( R4 l
- 2 VPs awarded per damaged point.
+ w' y( o: s' [, X. F" u1 Q - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).& @1 N$ ~5 a \4 `) S: ]0 b
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 3 o1 W6 x( u b: v% P
attack (including firestorms / A-bombs).
% o- A9 R7 @: Z$ x- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
- \3 B& Z( P' Q4 r again, player keeps earning VPs as long as Industry hex keeps repairing itself.+ u. u" ~- F( Z: z9 B/ k) g9 n
- For Allies, Industry VPs are scored only for bombing mainland Japan.
3 Q# V# o: U& A6 L" W' G- b# d# h% I% h - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |