本帖最后由 championzhao 于 2009-7-12 18:49 编辑 & A! o3 f1 R$ B7 B& I% C
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懒得翻译了,自己看下吧
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1 s* K* [) c$ i( S' i, f/ dVictory Points/ a8 n5 z2 I4 Q# h& _( H4 w
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.$ `% F9 l- ?( T. K8 z* v
- Points are awarded in following ways:5 i/ u+ D/ W% R3 F2 d/ G
- Aircraft Destroyed: 1 VP per 1 plane.
3 J4 y h% p- a N7 x; ], w - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed." x5 n' f9 K+ y$ k
- Soviet: 1 VP for every 6 items destroyed.* w8 {4 Z2 Z/ e: ]: G) Q8 _. {
- All Other Allied: 1 VP for every 3 items destroyed.2 i! O3 _! V) {3 ~6 _, u; o
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.) b* j0 H5 H% d9 V1 q
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.8 s3 N" }& G+ h' F( I9 O6 d
- CV, CVL = durability + 3 * A/C capacity.
* s% w6 M+ U0 y, u% l - CVE = durability + 2 * A/C capacity.! H3 x$ b+ b7 `) c
- CS = durability + A/C capacity.' C! g1 o1 S! c( s
- BB, BC = durability * 1.33.
! G2 A8 J9 B( v% o. _- c - LST, LCI, PG, ML = durability / 2.- @3 U/ g8 A! |: b2 ^
- AP, AK, TK, AO, LSD = durability / 2.
7 O, j4 I" a% A& C8 N8 [/ |' I3 a4 R - SS = durability / 3.
0 A- l5 i* m# j0 [0 n) T - Scuttled ships = standard VP - 10%.
$ Q; i; X' A1 P C6 E - Barges = 0 VP.
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! ?* n# X( C- P9 r3 T5 x - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
; P* d- a0 \4 Q. L' C6 @+ Y& ` - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
+ ]+ Q) r( r2 d0 H8 I - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
' ~7 y7 Q* j) ?/ V8 z6 i - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.7 a$ I! f- f$ C/ H# K
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.# t( G4 I R# J: t& Z) j/ n
- Final VP value for holding a Base is calculated by following formula:8 B) b; @/ X& Z* Z9 N
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]3 E8 j2 B3 A L
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
; d* D2 o& Y+ X* K* {$ N" J value is in parenthesis).& c# G/ g- |& {8 L; Z" \ X
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
; v! a8 M: O: p) v - If Supplies are lower than required, rewarded Final VPs are also lower.- {1 d* s6 J: I D' O6 E8 p2 M+ v
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.1 \/ y" U* Q0 A& v' L* V6 ^* K4 w
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower. `2 d# k1 [9 j
- 2 VPs awarded per damaged point.
' y) A- u$ @* u7 y8 r - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
, L" g8 l9 W& K6 p: U - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
; t! ~$ c0 B# R+ ]) R attack (including firestorms / A-bombs).
( p. Y: ^- } P0 j- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed 0 u3 Y$ k$ ^+ i" j' a9 S
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
0 Q8 h G# j$ k7 f$ M8 U6 K+ n% A - For Allies, Industry VPs are scored only for bombing mainland Japan.! e" ~; s# G" T [" s' D) w
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |