Dev Talk: Power Cores and HQ Hideouts
Author: philip.hucknall,
published 3 years ago,
Lands Awakened arrives November 24, bringing major open-world features, Guild Season changes, and more. In our newest Dev Talk, Robin Henkys discusses [b]Hideout Power Cores[/b] and [b]Headquarters Hideouts[/b], two related features that will shake up guild warfare and open-world PvP.
[previewyoutube=i1oWeiLp3hM;full][/previewyoutube]
Prefer a written summary? Read on...
[h3]Hideout Power Cores[/h3][list] [*]New [b]capturable open-world objective[/b][/*] [*]Spawn anywhere in the Outlands in shielded state[/*] [*]While shielded, marked on local map but cannot be interacted with[/*] [*]After a short period, the shielding ends, allowing players on foot to pick up and carry the Power Core[/*] [*]If player is killed or drops the core, it remains for several minutes before dissipating[/*] [*][b]Capturing Power Cores:[/b] [list] [*]Can be captured at a Hideout [b]owned by the capturing player's guild[/b][/*] [*][b]Increases the Hideout’s power level[/b], which increases its crafting bonuses[/*] [/list] [/*][/list]
[img]//assets.albiononline.com/uploads/media/default/media/f325e5373a0419a796678d7bdc3a122ae5006cf3.jpeg[/img]
Additionally, entering owned Hideouts set as "Home" grants temporary Fame buff (based on Hideout power level) in the Outlands
[h3]Further Details[/h3][list] [*]Beyond Hideout rewards, players in parties capturing Power Cores receive significant [b]Might and Favor[/b][/*] [*]Cores spawn in varying strengths: [list] [*]Weaker: unlock sooner, less Power[/*] [*]Stronger: visible further, longer shielding times, significant power boosts[/*] [/list] [/*] [*]Overall, Power Cores appear more frequently and with less warning than Energy Vortices, allowing smaller groups to claim them easier[/*][/list]
[img]//assets.albiononline.com/uploads/media/default/media/e4c7dfe61363093b64ffb0a0a0cc31a741c1b537.jpeg[/img]
[h3]Headquarters Hideouts[/h3][list] [*]Qualifying guilds can declare a Hideout "Headquarters" (HQ)[/*] [*]Invulnerable to attack if properly powered[/*] [*]Two downsides: [list] [*]Only accessible by owning guild[/*] [*]Must be maintained[/*] [/list] [/*][/list][h3]Establishing HQ Hideouts[/h3][list] [*]Must earn sufficient [b]Season Points in previous season[/b] to qualify[/*] [*]Higher points earned unlocks better region Tier / Quality (e.g. 40,000 Energy Surge Season Points unlocks up to Tier 7 / Quality 3)[/*] [*](Full qualification requirements: https://forum.albiononline.com/index.php/Thread/156756)[/*] [*]Once per season, a [b]Hideout construction site[/b] can be protected: [list] [*]Site placement follows usual restrictions[/*] [*]After 20 minutes (NOTE: the video states 15 minutes, which is incorrect), it can be made invulnerable for the remainder of construction, turning it into an HQ[/*] [*]Boost also provides some starting Power[/*] [/list] [/*][/list]
[img]//assets.albiononline.com/uploads/media/default/media/d2498ed00999b3e3decbd357f5524c696f760013.jpeg[/img]
[h3]Maintenance[/h3][list] [*]If HQ's Power falls below required amount at start of battle time, it becomes [b]vulnerable[/b][/*] [*]Preventable if owning guild captures Power Cores[/*] [*]Power required depends on zone Quality[/*] [*]High Power drains quicker, making it harder to maintain HQs in high-Quality regions[/*] [*]To assist maintenance, Power from cores is increased by 50% in HQs[/*] [*]Hideouts lose HQ status if the owners don't meet region requirements at season's end[/*] [*]Damaged HQs are vulnerable until fully restored[/*][/list]
[img]//assets.albiononline.com/uploads/media/default/media/9127483d940a8fdda1cbd6ca3c43fbc79fb04ca4.jpeg[/img]
[h3]Conclusion[/h3]
Earning and maintaining HQ Hideouts is no easy task, but being protected from attack allows guilds to make their own choices and forge their own destiny in Albion. (Note: HQs will be added to the Roads of Avalon in a later update; until then, Power Cores cannot be taken through the Roads.)
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