本帖最后由 championzhao 于 2009-7-12 18:49 编辑 / X( O$ V' W3 c b2 l9 i
/ Z, B5 e! E# l {7 P5 Q
懒得翻译了,自己看下吧. e0 `4 Y2 w* T/ c, h& r
4 d+ s) ^% u! h
Victory Points
?2 z/ W/ D) {3 ]- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
* o6 g! U0 Y7 L% ^2 l7 k! R& @- Points are awarded in following ways:: v; n0 P- z6 c9 G+ Z% y) U
- Aircraft Destroyed: 1 VP per 1 plane.1 }! Q9 d" S- x
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
/ e: {( K& R9 H# b9 Q, L1 o( g - Soviet: 1 VP for every 6 items destroyed.
; J7 n2 ]. S @, W& A3 ? - All Other Allied: 1 VP for every 3 items destroyed.9 W6 U& ?/ p) W: w3 i0 ^
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
2 I. ^/ B# a: Z/ _4 d0 p - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
7 ~) q' Q {5 ^* K; V - CV, CVL = durability + 3 * A/C capacity.
! S/ ]% w9 p. e - CVE = durability + 2 * A/C capacity." M2 l! v4 {- ^2 B; i
- CS = durability + A/C capacity.: \$ h" F6 J& b2 T! |5 c+ ^
- BB, BC = durability * 1.33.2 a5 g/ N" X$ d+ w
- LST, LCI, PG, ML = durability / 2., r& d2 f; j/ [7 W x, l% H3 l
- AP, AK, TK, AO, LSD = durability / 2.
4 T6 e, _% h9 ]3 n: H - SS = durability / 3.7 }5 h' @, }' l9 s
- Scuttled ships = standard VP - 10%.
( g" `6 T7 o: `$ v& u3 ^) L, K/ v - Barges = 0 VP.
4 @% s' N! }! P# [5 H
/ y' w4 b) z: {4 n* p - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.2 B) }8 C5 P$ d- t# R
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
! |$ E* x- b: `( J$ q9 j5 ^/ w6 ?) w - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
& Z' `$ Q& s1 g$ M& ^ - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
3 w6 @* b- h2 f9 w3 W" ?7 q - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
$ H" {- h3 S3 G1 l J - Final VP value for holding a Base is calculated by following formula:
! A6 \( I$ _& z* C Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
% ~! c- n* N; M6 x; @; x4 E# R, @- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP 4 h* v% u4 q7 _; _! Y
value is in parenthesis)./ y5 v7 W4 I! ?
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.* u2 Q! G7 w8 K9 }# B- Q
- If Supplies are lower than required, rewarded Final VPs are also lower.' J: ~, l" f# `; S Y) f
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base." s3 v3 \6 l! u% [2 i' H& c" [
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
# W& u0 W6 v( d8 |+ V - 2 VPs awarded per damaged point.
2 d0 O5 X t z' L. ^' e - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).% o& ?& N, Z( ]& E" A
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of ' `( B/ {$ k" E) v& h
attack (including firestorms / A-bombs).. @( U; A& g5 H* ^
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
& [3 S; }% e" q4 ~5 q5 ^ again, player keeps earning VPs as long as Industry hex keeps repairing itself.4 S" [/ ~+ M8 M; Y
- For Allies, Industry VPs are scored only for bombing mainland Japan.. K% G# h1 W7 L1 {7 ^
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |