本帖最后由 championzhao 于 2009-7-12 18:49 编辑 " v! x6 ]+ {: X
4 F! v0 {% e# C7 ~& N; K懒得翻译了,自己看下吧1 D* m: ~% }$ c i a7 M3 L: [
5 S- ^7 J& M. o* Y9 b; K, P @# yVictory Points3 c& t" J( ~9 F% K: p
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.* X, Z7 W/ y; x; g5 I3 t
- Points are awarded in following ways:% |/ P5 \$ c/ F7 ]6 r7 N
- Aircraft Destroyed: 1 VP per 1 plane.) h# y3 t8 B) n0 ?( [
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
, b4 b! B4 A( X$ l, U3 w- A7 W - Soviet: 1 VP for every 6 items destroyed.4 s/ _: B7 X1 R/ S
- All Other Allied: 1 VP for every 3 items destroyed.
, Y: ~, @5 X1 M& Q) z- I/ r* G - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.. @/ W: h( L9 [
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.9 v/ \5 ?: b8 \2 `. ~# [
- CV, CVL = durability + 3 * A/C capacity.
1 \- ?# e( H! g$ e; @& u+ `) R7 q - CVE = durability + 2 * A/C capacity.
$ x4 y# ?9 Y6 b. G M+ [6 B) ~ - CS = durability + A/C capacity.- A% b; [6 O2 P" v% d
- BB, BC = durability * 1.33.
9 X" Y! Z- P0 v( ]; L1 l - LST, LCI, PG, ML = durability / 2.
2 t- s! F# c: U( c8 C e; w - AP, AK, TK, AO, LSD = durability / 2.9 Z+ b- K+ ^8 |2 Q3 U2 K" Y+ _; ?
- SS = durability / 3.6 j" Y, S8 C" v% K/ ^
- Scuttled ships = standard VP - 10%.
& M H- C4 I4 }6 b$ Y% |2 L - 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., I! P; ]' l% Q# @
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
@) B% h- \; U- A - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.2 i6 W7 }6 Z2 C. B; @' b3 o- ?' g6 K
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.0 [: x' c' J* N, B/ O! N
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.3 W3 N, Z* p$ K( P, d
- Final VP value for holding a Base is calculated by following formula:
% t# p. I# {. X- e8 s! ^ Final VP = Basic VP * [ Port size + (Airfield size * 2) ] [+ R, P/ N! j9 |' [+ U
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP 7 a( n) t% |. H6 u! g/ }" _ A
value is in parenthesis).
5 O" \- l& L- e8 ~+ z - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
0 [% g* L! `. e) X6 } - If Supplies are lower than required, rewarded Final VPs are also lower.
4 t/ Q2 y r3 ?! `7 S5 ] - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
, o5 p5 k! ]8 N: D' n - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
( x( p( q& V8 }8 p, v - 2 VPs awarded per damaged point.3 r( L. [ e+ ^5 A- T
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).5 ]0 m3 c% h* U9 ]; ]' V! f
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of * N6 U. G) `4 Z6 k- F' X
attack (including firestorms / A-bombs).! p4 O5 d& K) {* _
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed 8 z) P8 J. B' C! o" w5 I
again, player keeps earning VPs as long as Industry hex keeps repairing itself.5 R/ U: m0 C5 \4 }9 j4 ~3 f" F
- For Allies, Industry VPs are scored only for bombing mainland Japan.
A) `3 u! K* X/ ^ - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |