I have an idea that might make Terraria more immersive. I've always wondered why the player can just purify an evil or hallow biome without any consequences. I mean, you'd think that the biome would become enraged at the fact that it's being eradicated. Biome based Reputation would fix that and provide an incentive for the player to get better gear instead of being able to fully eradicate the biome post plantera. It would also force the player to strategize which biome to take down first, or which biome they want to own the world, based on the specific benefits.
A neutral start:
In my idea, each player would have a reputation score with each biome. The score starts off neutral and can either go up or down with certain actions. Having a neutral reputation with a biome would be just like terraria is now, where enemies attack you on sight. For the sake of farming, the killing of biome specific bosses and enemies wouldn't affect that biome's reputation.
Loosing reputation:
A player can lose reputation with a biome if they start purifying it or breaking biome specific structures like altars, crimson hearts and shadow orbs. They will also lose reputation by spreading the biome's opposing biome. There are multiple tiers of biome enragement. In the first tier, enemies in that biome will do more damage. In the second tier, enemy spawn rates will increase.
In the third tier, a new biome specific event(I call it a biome scourge) will occasionally take place where that biome will send hordes of high level enemies to hunt the player down, wherever they happen to be. The fourth and fifth tiers will serve to increase the amount of waves in the event, how powerful the enemies are, and how many(and which) mini-bosses will spawn. If the player is defeated in the event, that biome's spread rate will quadruple for a short time. A new potion( I call it the potion of repentance) could be added to temporarily negate the effects of low biome reputation(excluding the events).
In multiplayer games, it would be easy for multiple people to quickly eradicate a biome, so the reputation consequences per player would need to be drastically increased. Also, with the potential for any player to quadruple the spread of a biome, this would ensure that biomes are harder to take down, even at the hands of multiple players, giving new players a chance to utilize the biome long after the world has been started.
Gaining Reputation:
A player gains biome reputation through spreading that biome or by purifying that biome's opposing biome. The first tier of positive reputation with any biome would reduce enemy damage, the second would lower enemy spawn rates, the third would make enemies passive unless attacked, and the fourth would grant you extra luck when opening loot chests and that biome's crates. It also improves luck for fishing in general and biome specific enemies will show up to aid you in the opposite biome's events while you are in that biome(their stats will scale with yours).
The fifth tier is unique in that it is three fold. For evil biomes, houses can no longer become corrupted, meaning that you can populate that biome with npc's, albeit with a happiness penalty. In addition to that, for any biome, bosses will not spawn naturally. This will help the player to avoid accidentally spawning empress of light or be able to break orbs/hearts without spawning EoW or BoC. This does not prevent artificial summoning items from working, and a new potion( I call it the potion of betrayal) could be added to temporarily negate the effects of high biome reputation. Finally, a new biome specific npc that loves the biome will spawn in and sell special biome specific items, including an evil pylon for evil biomes.
I think this would be interesting to see for multiplayer worlds, as you might have some players trying to gain favor with opposite biomes and competing against each other to spread or eradicate each other's biomes. I think it would cause an ebb and flow that would balance out the biomes.
Biome Eradication:
If a biome has less than a thousand blocks left in the world, it can no longer enforce the benefits/consequences of high or low reputation. If a biome is totally annihilated, the opposite biome's spread will double and any player that contributed at least 10% to the annihilation will be granted a biome blessing buff by the opposing biome. Each biome will have a unique biome blessing buff that will be of significant benefit to the player. The buff will last until there are at least one thousand blocks of the opposite biome in the world(or the biome that the blessing came from falls under 1k blocks). In the case with a world with both evil biomes, you'll get the blessing from the biggest biome.
Conclusion:
I don't expect all of this to make it into the game, but if even one aspect of this idea makes it in, I'll be happy. I think this would benefit terraria in a lot of ways and bring new interest to old players.
A neutral start:
In my idea, each player would have a reputation score with each biome. The score starts off neutral and can either go up or down with certain actions. Having a neutral reputation with a biome would be just like terraria is now, where enemies attack you on sight. For the sake of farming, the killing of biome specific bosses and enemies wouldn't affect that biome's reputation.
Loosing reputation:
A player can lose reputation with a biome if they start purifying it or breaking biome specific structures like altars, crimson hearts and shadow orbs. They will also lose reputation by spreading the biome's opposing biome. There are multiple tiers of biome enragement. In the first tier, enemies in that biome will do more damage. In the second tier, enemy spawn rates will increase.
In the third tier, a new biome specific event(I call it a biome scourge) will occasionally take place where that biome will send hordes of high level enemies to hunt the player down, wherever they happen to be. The fourth and fifth tiers will serve to increase the amount of waves in the event, how powerful the enemies are, and how many(and which) mini-bosses will spawn. If the player is defeated in the event, that biome's spread rate will quadruple for a short time. A new potion( I call it the potion of repentance) could be added to temporarily negate the effects of low biome reputation(excluding the events).
In multiplayer games, it would be easy for multiple people to quickly eradicate a biome, so the reputation consequences per player would need to be drastically increased. Also, with the potential for any player to quadruple the spread of a biome, this would ensure that biomes are harder to take down, even at the hands of multiple players, giving new players a chance to utilize the biome long after the world has been started.
Gaining Reputation:
A player gains biome reputation through spreading that biome or by purifying that biome's opposing biome. The first tier of positive reputation with any biome would reduce enemy damage, the second would lower enemy spawn rates, the third would make enemies passive unless attacked, and the fourth would grant you extra luck when opening loot chests and that biome's crates. It also improves luck for fishing in general and biome specific enemies will show up to aid you in the opposite biome's events while you are in that biome(their stats will scale with yours).
The fifth tier is unique in that it is three fold. For evil biomes, houses can no longer become corrupted, meaning that you can populate that biome with npc's, albeit with a happiness penalty. In addition to that, for any biome, bosses will not spawn naturally. This will help the player to avoid accidentally spawning empress of light or be able to break orbs/hearts without spawning EoW or BoC. This does not prevent artificial summoning items from working, and a new potion( I call it the potion of betrayal) could be added to temporarily negate the effects of high biome reputation. Finally, a new biome specific npc that loves the biome will spawn in and sell special biome specific items, including an evil pylon for evil biomes.
I think this would be interesting to see for multiplayer worlds, as you might have some players trying to gain favor with opposite biomes and competing against each other to spread or eradicate each other's biomes. I think it would cause an ebb and flow that would balance out the biomes.
Biome Eradication:
If a biome has less than a thousand blocks left in the world, it can no longer enforce the benefits/consequences of high or low reputation. If a biome is totally annihilated, the opposite biome's spread will double and any player that contributed at least 10% to the annihilation will be granted a biome blessing buff by the opposing biome. Each biome will have a unique biome blessing buff that will be of significant benefit to the player. The buff will last until there are at least one thousand blocks of the opposite biome in the world(or the biome that the blessing came from falls under 1k blocks). In the case with a world with both evil biomes, you'll get the blessing from the biggest biome.
Conclusion:
I don't expect all of this to make it into the game, but if even one aspect of this idea makes it in, I'll be happy. I think this would benefit terraria in a lot of ways and bring new interest to old players.