[Gameplay] Weakened Outer Plane Passive Counterinfusion
Posted: Mon Oct 10, 2022 12:26 am
Suggestion thread at dev/admin request!
Much as infusing a tile in one of the Outer Planes to your alignment reduces the planar damage you take on that tile for not being a native of that plane (e.g. infusing tiles in Elysium to Evil reduces planar damage from 3 to 1), the idea here is that strong infusion should also weaken the passive infusion of a plane.
The idea would be not to turn it off - an Evil tile in Elysium would still passively return to Good - but that if it were strongly held (for example, at 100 or 300 Evil) then it would passively counterinfuse at a slower rate.
An alternative if people think this formulation of the idea is too strong would be that control of the neighbourhood would have to change (i.e. you'd have to flip the neighbourhood in Elysium to Evil, as with neighbourhoods in Valhalla) to prompt a weakened passive counterinfusion.
Much as infusing a tile in one of the Outer Planes to your alignment reduces the planar damage you take on that tile for not being a native of that plane (e.g. infusing tiles in Elysium to Evil reduces planar damage from 3 to 1), the idea here is that strong infusion should also weaken the passive infusion of a plane.
The idea would be not to turn it off - an Evil tile in Elysium would still passively return to Good - but that if it were strongly held (for example, at 100 or 300 Evil) then it would passively counterinfuse at a slower rate.
An alternative if people think this formulation of the idea is too strong would be that control of the neighbourhood would have to change (i.e. you'd have to flip the neighbourhood in Elysium to Evil, as with neighbourhoods in Valhalla) to prompt a weakened passive counterinfusion.