Why isn't possible to upgrade Mods

I can upgrade resonators. But an mod like an green shield I can't upgrade to rare or very rare.


It would be an nice option for this game.

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  • mortuusmortuus ✭✭✭✭✭
    edited May 2021

    good question, i would like this to be possible. if i see 2 common shields and i want upgrade both to rare why not ?

  • kiloecholimakiloecholima ✭✭✭✭✭

    An idea I was thinking about a while back, as a possible recursion benefit, is a temporary ability to change alignment to a red faction. Rather than a red faction being a permanent third faction, it would be a temporary state for individual agents who activate it. Perhaps, like an apex, it would be on a timer for 10-30 minutes. As it relates to this topic, it would allow you to go to your portals and ultra strike the unwanted mods and replace them with new/upgraded mods when you are back to your normal alignment. Additionally, it would also give you the ability to break blocking links from your own faction.

  • GrogyanGrogyan ✭✭✭✭✭

    We used to be able to do this, but then the zipcar-meggeddon happened.


    Any attempt to upgrade mods again, has to be done very carefully

  • Now I'm curious. What is the zipcar-meggeddon?

    As for why we can't upgrade mods, I always thought it was so teams think strategically when deploying mods. For instance: Is that portal going to be a farming portal? An Anchor portal? A level 4 portal that is not worth it to take down? A random portal that an agent tagged? A makeshift farming portal that an agent created to farm now, but is not expecting their team to use afterwards? A pineapple or campfire?

    Each of these scenarios have different mod deployments, and the mod rules makes agents think twice before deploying their mods. Although, the rules also gives agents a way to troll their own team, although I'm sure all agents are good and no agent would ever do that to their own team...

    But, as the recent modifications to the game during COVID has shown, sometimes it's best to challenge dogma. Maybe upgradable portal mods are a good thing.

    This is off topic, but when I think about it, perhaps the best thing for portal mod deployments is to remove the engineer badge. For me, the engineer badge doesn't make me think strategically about mod deployment. Instead, it encourages me to spam the most common mod in my inventory (usually a common shield, although I use uncommon shields if I don't have commons in my inventory) on whatever portal I create, unless I know that portal is in a good farming spot. So, I believe that the badge runs counter to what the game mechanics are trying to create. Although, I will admit: If it weren't for the engineering badge, I probably would never put any mods on portals at all. So, there's that...

  • @Landeleren

    Now I'm curious. What is the zipcar-meggeddon?

    It was a combination of a few things that doesn't 100% apply right now.

    1. It was possible to guess passcodes for the zipcar promotion (it was their license plate #)
    2. It was possible to redeem even when you're above inventory limit
    3. It was possible to remove (destroy) your mods and re-deploy

    So engineer badge was easier.

    Obviously (1) and (2) are no longer true, and being able to upgrade is not quite the same as being able to continuously remove and re-deploy.

    Being able to upgrade mods would be nice. I feel embarrassed when I deploy junk mods on a portal, thinking it will decay or get killed, and enough people come along to bump it to an 8. But it also requires us to plan ahead - should I put a good mod on this portal, not knowing if it would be upgraded?

  • thesolothesolo ✭✭✭✭✭

    As long as the following are true, I'd be okay with this change:

    1) You can only upgrade mods of the same type (i.e. shield to a rarer shield, not a shield to a heat sink)

    2) You do not gain any AP for upgrading mods of your own

    3) You only gain fractional AP for upgrading other people's mods, just like resonators

    This would make mods act more like resonators instead of their own class. This may be a good or bad thing. I would add that if we're going to make that change, we should also reconsider if an agent should gain AP for destroying mods too...

    My only real hesitancy is that is seriously skews the difficulty of Engineer, which, outside of special events, has a hard limit of 2 mods per portal until it dies/is attacked. Allowing for upgrades means someone with a lot of junk mods could gain up to 6 engineer points per portal, and up to 12 per portal during quad-mod bonuses.

    You could negate some of this by only allowing agents to upgrade OTHER agent's mods, but two agents working together could easily bypass that. Also that would again skew the rules of mods vs resonators.

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