Upgrade mods

JomicogaJomicoga ✭✭
edited March 20 in General

If you could update the mods, I think it would be an improvement.

In the same logic that we upgrades resonators.

For example, replace a common mod (shield, multi-hack, etc.) with a rare or very rare mod. The rare mods could only be replaced by the very rare mods.

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Comments

  • MoogModularMoogModular ✭✭✭✭✭

    It would be interesting to have that mechanic return.

    Maybe if you remove a mod, there's a time limit before a mod could be added again? The abuse from this came after the Zip Cars passcodes fiasco and the AP for installing a mod has only returned a few years ago.

  • GrogyanGrogyan ✭✭✭✭✭

    The Zip Car thing meant that upgrades were not going to happen under the old version.


    I think this would be a good thing to have a boost to use to upgrade or change a mod. Instead of the old method of removing a mod, to put down a new one

    Eg change from a turret to an ITO En down with a Boost

  • After the Zip Car fiasco, they kept the removal and removed the AP. And then returned the AP and removed the removal, and cut us down to only 1 mod per portal, and then raised it to 2 mods per portal after a massive outcry.

    There is no set in stone "way". 😁

  • MoogModularMoogModular ✭✭✭✭✭
  • gazzas89gazzas89 ✭✭✭

    I think a good idea would be to allow straight upgrades, so for example, a common multi hack could only be upgraded to a rare or vr multi hack, same with shields, heat sinks and I suppose link amp to sbul. Turrets and force amps i suppose could be interchangeable, same with itos, but only allow it to happen once?

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