In H1EMU, raiding closely resembles the original raiding system from Just Survive. It involves attacking another player's base or structure to loot their resources and supplies. While the core mechanics of PvP and strategic planning remain intact, several adjustments have been made to improve gameplay balance and provide a more engaging experience.
"Raycasting" was recently implemented, providing an additional layer of protection for gates. It allows gates to be somewhat shielded by Large Shelters, similar to how it worked in the original Just Survive. However, this protection is not absolute:
This mechanic encourages strategic base design, as positioning gates behind Large Shelters can significantly reduce their vulnerability.
For those wondering how Raycasting functions, here’s a simple explanation:
When an explosion occurs, the server "casts rays" from the explosion point outward in all directions. If an object is blocked or covered by another object, the rays cannot reach it, meaning it won't take damage.
Below is an illustration of how Raycasting operates:
| Raycasting Example | Raycasting Shacks Example |
|---|---|
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| In this example, rays from the explosion are blocked by the object in front. As a result, the covered object behind it is protected from damage. This mechanic ensures strategic placement of base defenses for optimal protection. |
To improve gameplay balance during base raids, a raid timer was introduced. This system functions as follows:
This addition enhances the fairness of raiding mechanics, ensuring both attackers and defenders have balanced opportunities to engage effectively.
The following table shows the amount of explosives or resources required to destroy various structures.
| Structure | IEDs | Ethanol | Biofuel | Explosive Arrows |
|---|---|---|---|---|
| Shack / Shelter / Wall / Gate | 30 | 80 | ~90 | ~352 |
| Metal Door | 15 | 40 | ~45 | ~177 |
| Wooden Door | 8 | 20 | ~23 | ~89-93 |
| Basic Shack | 8 | 20 | ~23 | ~? |
| Basic Shack Door | 5 | 12 | ~13 | ~74-80 |