It's interesting to me that you think of Boosts as potentially additional/unfair advantages. Boosts are almost always items that you purchase/receive from the store. I don't see how they're an advantage over other players because anyone can purchase them, or accept the free packs that are placed into the store. If they were hackable items, then that would be different.
The way I look at it is that we're actually penalizing players by counting them against inventory cap.
Someone who wants to keep their 15 BLM beacons is at a disadvantage compared to someone who never took them from the store, because that second person has 15 more slots. Someone who buys Battle Beacons or Frackers for their local community to use is at a disadvantage compared to others who don't. We're using our money, and then we're having a cap penalty to hold them until ready to use.
I personally would be more inclined to buy them if they weren't counting towards inventory cap, and many other games do not count purchased items, skins, etc., against your total inventory.
@NianticBrian Anyone can buy boosts, and they occasionally get some for free.
My opinion is that items that can't be recycled should not count toward inventory.
Beacons and fireworks definitely shouldn't count. But honestly I think apex shouldn't count either as they don't technically effect the map in any way, they help level up but they don't change the state of play in any way, plus, if 4 of them are coming with the core subscription (which personally, I'd rather they didn't, give me 2 frakkers jnstead) it really doesn't make sense for them to count towards inventory if they can't be dropped or recycled. Battle beacons and frakkers should count though as they do effect the state of play in some way.
I'm all in for boosts not counting against inventory. You can read a post a did a while ago and get some more input.
How about boost lockers? Same concept as key lockers but for boosts.
Sounds fine by me, but can you go ahead and put media in your list there too please? That'd be so nice.
If Battle Beacons are considered to affect the state of play, then so should normal Beacons, because they make a portal immune to flip-by-Battle-Beacon for four hours. If you have to choose how much of your limited inventory to devote to flip-by-Battle-Beacon, you should have to choose how much of your limited inventory to devote to defend-against-flip-by-Battle-Beacon.
I'd be fine with anything that incurs a 4 hour cooldown on a portal not counting towards inventory, but that would include Battle Beacons wouldn't it?
I was nit aware of that for the battle beacon, ive never used one and never plan to. I'd say though that a battle beacon actively alters the state of play, Beacons don't. While a beacon might block the battle variety, it's still not actively changing the game while a battle beacon does
This is an important point that deserves repeating. Anyone can instantly buy more boosts at any time. The most important resource in this game is time, and there is virtually no time saved by hoarding boosts vs buying them on the spot. Potentially you can save a little bit of money by buying in bulk and/or during sales, but the time savings is negligible. I think when most agents think of unfair advantages, they mean that a player can spend less time to accomplish something. E.g., the hours saved farming by being able to buy high-level busters or VR gear in the store. Taking advantage of sales and/or amassing more souvenir beacons is not really the same.
Of course, I also agree with @slipsec that providing an option to hold media without counting against inventory (the long-discussed media locker) would be a huge improvement - I have a lot of souvenir media I am holding on to taking up space. But that's a separate issue.
Hilariously right now, the opposite is true; individual frackers and apexes are LESS expensive than the bulk equivalent. Right now I can buy 15 single Apexes in a row for the same CMU as buying an 8-pack.
As a special event thing.
Beacons taking too much time to burn with single portal. Other items are less time consuming or are involving the gameplay balance.
I agree with you. But still there is a rare case about onsite XM Anomaly when players need to collect a lot of drops.
Well, I still agree with you. That's a very rare case. Just for your information.
I've been suggesting this for years.