本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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- K, W9 x% D% F" S& h懒得翻译了,自己看下吧: y: I& N" b/ e1 Z( p" x# ^
/ I2 q- E- y& L/ u6 W5 I( e RVictory Points$ i W* F# e$ B6 @
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
) l. _" {, H( \. v- Points are awarded in following ways:
* P$ f! j( B9 `" C( T; D$ }* u - Aircraft Destroyed: 1 VP per 1 plane.
& ~/ ] h6 U: m0 C - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
. b' Z* l9 o& V2 {" q8 U/ `9 x- `4 g& D - Soviet: 1 VP for every 6 items destroyed.
8 w C; U. w6 I4 |5 y1 f - All Other Allied: 1 VP for every 3 items destroyed.
3 Y: d, n/ O j6 i& K+ m3 X - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.( U- @8 u3 Z3 G
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
4 z" Y# b7 J+ g& V - CV, CVL = durability + 3 * A/C capacity.0 t8 `- }. Y6 [' p% g2 `. E8 P
- CVE = durability + 2 * A/C capacity.
1 Z4 k; R8 p( u' F5 I+ L - CS = durability + A/C capacity., v8 R9 y6 x2 {1 r/ c* j1 V3 W
- BB, BC = durability * 1.33.. p( B/ T) m$ I! l
- LST, LCI, PG, ML = durability / 2.
" W6 f ?5 U% e- l* J( D - AP, AK, TK, AO, LSD = durability / 2. Y) Q. y* [( ^- R# W: d
- SS = durability / 3.
7 K2 r' |, i. ?# I9 | - Scuttled ships = standard VP - 10%.
" Q0 j1 Q5 m. S! ]$ ~0 _& Y - Barges = 0 VP.
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
0 ]9 c( Z" ^( J! Y. Q - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. . z' n$ x& L, ]- a1 e, m5 L$ p
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
$ t1 R& Z7 Q9 U6 z0 Z - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
+ n$ p8 y% w- Y0 d9 k4 X - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
7 s, t. h* `/ z: p9 q - Final VP value for holding a Base is calculated by following formula:& \. V2 R- Y0 u5 [$ R3 Y( @
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
" d2 V+ K& m( f% }: @0 N$ Y$ F& z/ @- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
& `" K T7 F: G0 {/ i4 @0 W% g value is in parenthesis).5 u. [. N# N* z* g/ V& L9 R! s( f
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
( z* f9 L b7 K" |+ o+ e3 b) G! S - If Supplies are lower than required, rewarded Final VPs are also lower.& g, T( {! m6 u5 N; |* h( D
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.) i: W- L4 s7 f g" \2 R1 i
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.' b" K' c/ o3 Y2 z
- 2 VPs awarded per damaged point.
4 L0 [/ m4 I a - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).$ W+ V/ P- N' f7 L' ]" `
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
; I) m2 J4 ~) H+ m; G: J attack (including firestorms / A-bombs).
9 I3 n4 m2 {' n8 Y; d- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed * m' o2 N8 d1 P L: M* r4 ~
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
7 Q* f& Z1 A! y9 j) O3 E - For Allies, Industry VPs are scored only for bombing mainland Japan.
% [& a2 ?3 X& Q# [ - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |