本帖最后由 championzhao 于 2009-7-12 18:49 编辑 m/ B4 O, g, @- s
8 U6 M" K F; A( i$ \% k5 B% T懒得翻译了,自己看下吧
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3 ^% @6 O+ C% B" B0 \- jVictory Points
5 i% {; ]6 L6 z- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
* v C1 u% n4 j2 X6 d! x2 @% \- Points are awarded in following ways:
8 [& @; z7 v, M4 D2 B* H - Aircraft Destroyed: 1 VP per 1 plane.
/ i. A5 k* I. y# v, { - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
. p: @3 S) Q/ ^5 p( b - Soviet: 1 VP for every 6 items destroyed.
2 t$ E i6 i) D1 d - All Other Allied: 1 VP for every 3 items destroyed.9 ?. S6 L9 D6 f: G$ s. w9 J8 K
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.4 _7 k6 N$ B4 Z
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.7 I% Y7 s" o2 p2 B; }9 t9 ^
- CV, CVL = durability + 3 * A/C capacity.
/ a; A5 t) l0 I6 s y - CVE = durability + 2 * A/C capacity.
4 K! F% t% T$ c' ^ - CS = durability + A/C capacity.
/ I$ u7 Q" S* z+ ?0 Z/ e+ Y) r - BB, BC = durability * 1.33." `& W+ X* o% G& E: u
- LST, LCI, PG, ML = durability / 2.& E- ~7 C! Q) K! K; ?6 ]
- AP, AK, TK, AO, LSD = durability / 2.
$ r( _1 r4 ~+ y - SS = durability / 3." C! n9 W. b# A3 @$ A- `( n: P
- Scuttled ships = standard VP - 10%.
& L' g# g" p' e. ^( x - Barges = 0 VP.9 J5 e% g5 [5 v/ v& Q. e8 o z
: I6 C A' f7 ]# _3 s - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
4 I L5 L6 x; ~+ H% A$ d; A5 r8 [ - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. & u X# J$ Z; P. h* @; T/ P
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.) G3 A4 R( y. Z4 r" P+ D
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.1 y- V2 j: N, X5 j9 w+ g
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.2 F1 H4 N6 }7 `) R
- Final VP value for holding a Base is calculated by following formula:
& T( I( j$ M3 c2 v2 R Final VP = Basic VP * [ Port size + (Airfield size * 2) ], A9 K+ b1 n& ], A& B
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
9 Y& W5 z: w. b4 D5 Y: }6 y) Z! T value is in parenthesis).1 X1 m7 d* {5 v: v1 y
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.4 i7 c/ O1 C9 G+ g: [+ B v
- If Supplies are lower than required, rewarded Final VPs are also lower.
# ]9 q% }2 t9 ~3 Y; v - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
5 t, }2 R: }( g+ c/ A: }0 R- m - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
$ Y; r7 {& u- K& z& d - 2 VPs awarded per damaged point.# n% n' R* n9 Q0 k( q4 [
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).0 w' V2 L4 p6 _2 `6 s' k( h( W5 R
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 8 W% \* B7 P- \7 D5 V
attack (including firestorms / A-bombs).; r- M; S: _5 C# Q; b& B
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed / N; Q( {4 \' `' t/ |: A
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
4 x7 B' K: s8 V7 B& T+ V6 L8 ~$ D - For Allies, Industry VPs are scored only for bombing mainland Japan.
) D s: z, ?% e, l - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |