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By @Demonspawn

A few points for dealing with occ's......


Ok... time for a crash course in how to liberate your bases when occ'd....

If someone wants to perma occ you, there really isnt a lot you can do to stop him, EXCEPT MAKE SURE HE LOSES CREDS EVERY HOUR HE SITS ON YOUR BASE.

When you see an occ force heading to one of your bases, the FIRST THING you do is CANCEL TRADE ROUTES, no easy piracy creds for him.
Send away moveable fleet, no [point in having it derbed if he has enough fleet to kill it, it is just profit for him. LEAVE FIGHTERS/BOMBERS on the base, nothing else
If you have time ( this is not as important but is useful if you do it, DOWNGRADE SPACEPORTS, eliminating 10 spaceports will downgrade your base eco by 20 creds and make a big difference to his pillage. ( Spaceports are quick and cheap to rebuild after he is gone)
Empty your credit account, leave it empty, put it into research or construction, it can be cancelled later to get the credits back ( as long as you do it before completion)

If you see him coming then get building fighters right away, the number depends on your productivity, fighters should be spawning at 29/30 minutes past the hour OF EVERY HOUR to hit his recyclers as they prepare for the recycling tick.

If you have to go offline then schedule small packets of fighters to keep spawning every hour, make him work at killing them, he'll still lose more than you will.

DO NOT CRASH YOUR OWN FLEET OR ALLOW GUILD MEMBERS TO CRASH THEIR FLEETS into the mess above your base, unless you/they have enough to complete their destruction, AND protect/collect the derb pile afterwards. Fleet suicide just feeds the opposition and attracts more enemy fleet to your location. Though small flights of vettes are allowed to snipe at the occ force, if their flight times are coordinated to arrive on the half hour to catch recyclers.

The aim is to make his life as miserable as possible while he is squatting on your base, and as unprofitable as possible.

Enemy fleets CANNOT linger too long over your base, or someone bigger will come along and hit them, so don't go making things harder for yourself by creating bigger derb piles than you really need to. It just encourages them to stay and ruins your own/guildmates ability to hit them over their bases.
ENEMY FLEETS GO AWAY ONCE DERBS ARE COLLECTED, allowing you a chance to break the occupation.

All of the above is dependent on you having adequate base defences, lvl20+ MUST have Disruptors! And dont forget the COMMAND CENTERS, aim for around 10 CC's on every base, this will increase your fighter power by 50%, with enough CC's even fighters can take down ANY enemy fleet units.

One final thing, if you see a fleet inbound to your base, find one of his bases and send your fleet towards it, it will quite often cause him to reconsider if you are going to hit his base back after he hits you...

Good luck!
     
 
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