Raid: base, outposts and /f defend
La casa obbligatoria, l'assedio di un avamposto, l'ossidiana a colpi e solo la TNT: come funzionano i raid della versione ufficiale
The raids of the official version change face. The faction house becomes mandatory and decides what your small; detached territories become 哨站, with a siege all their own; and those with a VIP rank can run to defend them with /f defend. Here you find everything, step by step.
TNT only
The breaches in the territories are only opened by the TNT, also that of the cannons. Gunpowder is worth gold.
Blown obsidian
Obsidian and weeping obsidian are no longer indestructible: they can withstand 4 explosions.
Mandatory house
It was born with the first territory and cannot be removed: it can only be moved.
/f defend
For VIP ranks: during a siege it takes you straight into the attacked lands.
Breaches: only with TNT
In the territories of a faction you enter by opening a breach, and the breach is only opened by the TNT: the one lit by hand, that of the trolleys with TNT and the one fired from the cannons. Creepers, End Crystals, Rebirth Anchors, Beds, Ghasts, and Withers in the Faction Lands break nothing.
It is a precise choice: we want to attack a base of effort and resources. TNT is done with the Gunpowder, and gunpowder becomes one of the most valuable things on the server: who pharmacists, who buys it and who sells it are a part of the raid economy.
- A breach is only opened by a faction enemy of the owner. The TNT ignited by those who do not have a faction, or by an ally, does not break anything in the lands of others.
- The TNT of a gun (fired from a dispenser, with no one to turn it on) opens the breach only if there is an online member of an enemy faction within 64 blocks.
- Worker speakers and everything that contains objects (barrels, shulkers, furnaces, hoppers...) never explode. The loot of a base is only taken by conquering its territory.
- Skipping blocks do not leave items and rebuild themselves at the end of the siege: no one conquers a destroyed base, and no one gets a stash of free blocks.
- In the protected area of the spawn the TNT does not break anything, and in a chunk there can be a maximum of 32 TNT lit together, so the cannons do not block the server.
Obsidian breaks, with blows
Black and crying obsidian they work in the same way: in vanilla the TNT does not scratch them, they hold up for us 4 explosions. Each blast counts one shot for each block of obsidian nearby, and on the fourth shot the block jumps like the others.
- To count, TNT must explode So close! to block: within 2 blocks. A TNT that bursts further doesn't even scratch it: take aim.
- On the block affected appear the cracks is a red card with the missing shots: on the dark obsidian the cracks alone can be seen little.
- Outside a siege the shots disappear after 10 minutes with no more explosions on that block. During a siege they stay until the end, and eventually they zero out along with the wall.
An obsidian wall is no longer a closed door forever: it is a door that costs four well-placed TNT charges.
Faction House is required
From now on, a faction that has territories has always. a house. Your primo /f claim, right where you are when you do it: you are reborn when you die and you come back with /f home.
/f sethomeIt’s just for our purposes. move it, in another territory of the faction. You can leave the starting one or choose which group of territories to put it in./f unsethomeit no longer exists: the house cannot be removed.- House chunk does not release with
/f unclaimas long as the faction has other territories: first move the house, then release. Only the last territory, or/f unclaimall, he also takes away the house, and the next/f claimhe puts it back. - If an enemy conquer the chunk of the house, the house moves itself into the nearest remaining territory, and the entire faction receives the warning with the new point. He never stays inside the lost land:
/f homeit would take you one at a time into the midst of enemies. - During a siege of your faction the house cannot move. Otherwise it would be enough to move it to pretend that the attacked base is an outpost.
The factions that had territories but no houses received one automatically, at the center of their largest group of territories. If you don't like where it is, move it with /f sethome.
Base and outposts
The territories of the faction are divided into two:
- . small: the chunk of the house and all the territories attached to it, side by side (not diagonally);
- gli 哨站: each group of territories detached from the base. A distant mine, a farm, a second settlement.
The difference matters when someone attacks you: the siege of the base and that of an outpost do not work in the same way.
/f defend.The siege of the base: everyone defending it
When an enemy faction opens a breach and breaks at least one block in your small, the faction ends up under siege: a warning arrives in the center of the screen, an alarm horn sounds, and the entire server reads in chat who besieges who.
- Whoever was online when it started, or comes in while it lasts, needs to be The stand. Whoever is on the other side (even in a quiet outpost) or disconnects loses 1 Power every 10 minutes. Those who were already offline when it started lose nothing more.
- As long as it lasts, none of the faction regains Power, and neither does the attacker.
- With each explosion, whoever is inside the besieged lands enters combat mode: no teleportation, and those who leave the game die.
- With
/f homereturn to base immediately (if you are not in combat).
The siege of an outpost: those who are there defend it
If the breach is in a OUTPOST, the faction is still under siege, but not everyone has to give up what they are doing. Attacking a distant and empty farm must not cause the entire faction to lose Power.
- Only members who were inside the outpost when the siege began. They receive the warning: if they leave, or disconnect, they lose 1 Power every 10 minutes, and as long as it lasts they do not recover Power.
- Those who come later to lend a hand become a defender like them: from that moment, if he leaves, he too loses Power.
- All other members are notified and continue to play: they lose nothing and regain Power as always.
- If then the attackers also hit the small, the siege becomes a siege of the base, for everyone.
/f defend: reach the lands under attack
An outpost is by definition far away. If his defender dies, he is reborn at the house, at the base, and from there the outpost can be a thousand blocks away. /tpa does not help: those inside the besieged lands are in combat and cannot accept the request. That's why there's /f defend, one of the advantages of grades VIP, PLUS and PRIME.
Only during a siege
It works while your faction is under siege, never if you are in combat.
Away from the explosion
It takes you to the group of territories of the last breach, to the farthest point from her: you do not arrive in the middle of the attackers.
5 seconds stop
Stay still for 5 seconds, even as a VIP. Moving or taking damage nullifies it.
Every 60 seconds
Then it's reused after a minute - you can go back to defending after a death, not spamming it.
Those who arrive at an outpost with /f defend becomes his defender: from there he can no longer leave without losing Power as long as the siege lasts. Defending is a choice, but it's a serious one.
When the siege ends
- The siege ends 30 minutes after the last explosion and after the last attacker has left your lands (count the later of the two), and in any case after 2 ore.
- At the end of the come back alone, block by block, and the hits on the obsidian go to zero.
- Then there's a 6-hour truce: breaches remain possible, but do not restart the siege. A faction raidable has no respite.
- Throughout the siege, those who defend and those who attack see the red edged screen and the scoreboard of the siege: how much is left in the end, how many are inside, the next loss of Power.
Questions we expect
I lost Power without dying. Why?
You were called to defend and you were not there: online when the base was attacked, or inside an outpost when it was attacked, and then away from there (or disconnected). You lose 1 Power every 10 minutes as long as the siege lasts.
Can I move the house to save the base?
No: during a siege of your faction /f sethome is locked. It moves before, or after.
Did a creeper punch a hole in my wall?
It cannot: in the lands of the factions, only the TNT breaks the blocks.
TNT burst next to the obsidian and nothing happened.
It must explode within 2 blocks of the obsidian block to count a shot. Look at the red card: if it does not appear, the shot is not counted.
I don't have a VIP rank: how do I defend an outpost?
You walk there, or you care about someone. And if the outpost is important, it should be built attached to the base: then it is part of the base, and the entire faction defends it.