Scheduled raids

Scheduled raids gate base attacks to specific windows. Outside those hours, claims are usually protected from explosions and block breaking, so building, farming, and trading can happen without the constant fear of waking up wiped. When the window starts, the server flips into a short, intense phase where both sides are expected to be online and ready.

The gameplay leans into planning over opportunism. Teams scout, stage gear, and assign jobs: someone runs intel, someone handles breach tools, someone watches for counters, someone patches. Defense matters because it gets tested in real time, with defenders actively repairing, rotating resources, and trying to deny entry instead of just logging in to damage already done.

The best scheduled-raid rulesets create a clean rhythm: prepare safely, clash hard on the timer, then recover. Balance lives in the details. Defenders need time to respond without making every base untouchable, and raiders need viable breach options without turning one mistake into instant deletion. When that balance lands, rivalries get sharper and raids feel like set-piece battles rather than random grief.

What is usually blocked outside the raid window?

Typically anything that would meaningfully damage claims: TNT, creeper damage, withers, and block breaking in protected areas. Many servers still allow normal world PvP and travel, but your claimed base is meant to be maintainable between raid times.

How long are raid windows and when do they happen?

Most servers run fixed evening windows on weekdays, longer windows on weekends, or both. Expect a few hours at a time rather than all-day raiding, with the exact schedule tuned to the server time zone.

Does this fully remove offline raiding?

It removes most of it by design, but not always all pressure. Some servers still allow scouting, trapping outside claims, or hitting unclaimed parts of a build. The key promise is that real base breaking is tied to the schedule.

What do players actually do during the raid window?

Recon first, then commit: test walls, find weak angles, and attempt a breach using whatever the ruleset supports, like cannons, explosives, withers, trenching, or coordinated pushes. Defenders counter by patching, controlling choke points, forcing resource burn, and punishing overextends.

Who benefits more, small groups or large factions?

Organization wins more than raw hours. Small groups can compete by showing up consistently and building defenses that are fast to repair. Larger factions gain from deeper rosters and logistics, especially on servers with limited ally counts or caps on how many can fight inside a claim.