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DispatchMetaGameplay

by The 𝕋𝕣𝕠𝕟𝕚𝕗𝕚𝕖𝕕 Dystopia of Bedetopia. . 185 reads.

Bedebao's Guide to Occupations

So you want to occupy a region because you want to destroy it or defend it? Don't be hasty. You musn't neglect the importance of preparations.
You should know the basics of R/D before reading this.

Phase 1: Planning


Important facts:

- A region can have up to 12 regional officers
- The delegate can give the Border Control authority to an officer for every 26 hours in power. You'd need to survive for 26 updates (13 days) to be able to have 12 BC officers
- If powers like BC have been stripped of the delegacy beforehand, the delegate can give it back to themselves immediately
- The normal cost for ejection is 1/3 of the target's influence, banjection is 1/2. BC officers need twice the amount of influence, so 2/3 or all of the target's influence
- What the influence graph displays is WRONG. You must substract (endorsements + 1) to get someone's actual influence. You must also take into account any old influence from other regions that doesn't count and will decay over time to approximate their actual influence in the target region

Depending on the target's size and the expected resistance, you'll need to designate up to 12 officers in advance. The more the merrier. They should be endorsed like the delegate so they can accumulate influence and use it when they get BC. These officers should be readily available at one of the updates at least, until you can cover both updates with enough people. It's really important to determine them before beginning, if you're going to gradually add them they will have much less endorsements than the delegacy because some people won't get back on and follow orders once they've initially piled or jumped.

Next, you must set a trigger for your target region. The more updaters you have, the longer the trigger so that they can get all in. But not too long either or defenders will strike, especially if they see a massive gathering (maybe use a normal region that updates after the target to jump). 7 to 20 seconds should be good. You don't need to go overkill with the updaters, what matters is getting the delegacy, the fun part is holding it.

Did you get the delegacy? Great, you've begun occupying the region.

Phase 2: Holding the delegacy


You have the delegacy. Now you need to hold it until you can clear the region and put a password.
The influence cost for a hidden password is 40 times the number of nations, minimum 400 (10 nations). Half that for visible. Double if done by an officer, but why would you do that?

The first thing to do is amass a big pile to get more influence, secure your position, and deter defenders. Call upon allied orgs, non-updaters, etc, the sooner an endorsement is given the more influence it will provide.

Now to deal with enemies attacking at updates:

- Find their jump point
- Find their point there (most endos, through fendas tend to cross-endorse a lot and they use inactives as points sometimes, watching the activity feed helps to spot active updaters)
- Open a few tabs with the enemy endorsers (up to 10 per officer). Multiple officers should choose distinct targets
- Once update approaches (in less than a minute), refresh those tabs repeatedly and ban them. You can use Firefox's reload all tabs function when right clicking a tab to help greatly. [violet] ruled this native feature as legal
- If you see that the nation you just banjected got influence in your region, you should stop and evaluate the situation, since the update finished

A region can ban up to one nation per second, this limit cannot be broken. The longer the enemy trigger, the more bans you can get, but the shorter their trigger, the harder it is for them to attack with a big force. It is possible to score 15+ bans before the update with enough officers clicking at once and a long enemy trigger.

In the long run, the banlist will fill up. It has 200 slots, so you might need to reduce it. DO NOT CLEAR IT ALL AT ONCE. You'll have to go through each banned nation individually and determine if they have influence left in the region. Those with no influence (banned before update) or those whose influence decayed after a few days (look at the graphs) can be unbanned. If you can't find many nations to unban, git gud.

Phase 2.5: LinkNot gud enough


Defenders have overwhelmed you and are getting their cross-endorsements in. You couldn't ban them all. That's supposed to be because they were numerous, skilled, and had a short trigger. However, your pile is strong enough to resist their assaults.
You will need to clear them quickly before they accumulate too much influence.

If possible, target those with many endorsements. If they're beyond your reach, target the endorsers with less influence. And make sure they can't come back.
The longer you survive, the more BC officers you can get, which will strengthen your position and get you more opportunities to banject them.

Phase 3: LinkDELETE-GASM


You've managed to stop the defenders from getting endorsements in for a while, you've got plenty of BC officers and loads of influence (above 400 on the delegate). Now is the time to start emptying the region to prepare for a password.

Target natives, remove those with the least influence. What matters is numbers, so you must remove as much as you can. At least one officer should conserve their influence for the next phase. There should be less than 10 native or defender nations left before proceeding to the next phase.

Phase 4: Withdrawal and passwording


It's time to lock down the region and finish the occupation. People can be slow to react, so when pilers are ordered to withdraw, expect many to still be there moments before the next update. Officers who kept their influence will use it to eject the remaining pilers. You should get at or under 10 nations once the cleaning is done. The delegate can then put a hidden password up.

Phase 5: Refounding


It's possible angry defenders will try to submit a liberation. To get definitive control of the region, you must refound it.

This is only possible if there are no natives/defenders left and all remaining nations can withdraw at a moment's notice. If you were planning to refound from the start, do not lock the region until all natives/defenders are gone.

To greatly increase your chances of refounding, you must first choose a sparsely populated update, such as a weekday minor. You must catch the defenders by surprise, and only move seconds before the region updates.
That's right, you need a trigger, but also updaters. Once again, the more the merrier. They will go to the found region page, enter the name and anything but something on the WFE. Check the name is correct by trying to refound, it should fail.

The last nation in the region moves out on GO, and everyone (the mover and trigger can also do that) starts spamming the create region button:

If all goes well, you've achieved regional destruction. Congratulations, you can add it to your trophy collection!

Miscellaneous tips


It's important to take steps to ensure your occupation is idiot-proof.

1. Minimize piler influence: Pilers should be instructed to not cross-endorse and stay inactive for easier evacuation. Influence stops accumulating after a week of inactivity, a good piler should only have 28 SPDR by the end of the occupation. Obviously, raiding puppets should be set to vacation mode as well, but if your occupation lasts for over 2 months you're either doing it wrong or took on a big target. Pilers should only log on to move out or to prevent CTEing. Endorsements can be wiped by resigning and rejoining the WA.

2. THESE ARE YOUR ORDERS: Orders should be given in your org's chat, but also written on the WFE in shiny red letters and also through the welcome telegram. If your allies are still not following the guidelines, scream at them politely ask for compliance. Among these guidelines should be the influence rule and...

3. Endorse officers too: Without influence, officers can't do much, and it greatly slows down the occupation. Piling isn't just endorsing the delegate, officers also need endorsements.

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