Hostile Infastructure does something incredibly powerful: It ties together credits and net damage, allowing decks to tax the Runner through both at the same time.
This has a huge effect on most runner economies because they rely on one-use cards like Sure Gamble that are not great when you are taking damage. After all, if you have to spend two cards and a click to trash a single PAD Campaign you are really going to suffer and you'll suffer more when you don't have two more cards to spare.
Tying credits and net damage also offers some benefits: Damage takes away economy cards and playing around damage is inefficient, which makes gathering credits harder. And more time spent gathering credits means less time drawing cards, making net damage stronger.
It also has lots of benefits that makes it incredibly dangerous: It makes even the weakest asset untrasheable under risk of opening scoring windows. It nullifies Keyhole, nerfs Parasite and makes upgrades indestrutible when paired with Fetal AI or other damage sources. And it stacks, which is amazing.
The drawback is a big fat cost: Hostile Infrastructure is the most expensivenon-economy asset in the game and the goal is to keep two of them rezzed on the table. Of course, the Runner won't allow it so they'll trash it at any cost, meaning you need to bring it back and rez it back again. Very few decks can play both the taxing game and the damage game and even fewer can do that while racking in enough credits to play this card. But they exist and in their hands, Hostile Infrastructure is really powerful.