[Idea] Deployed Mod Improvement
Call it what you will, replacement, upgrades, overlays etc, but we all have heard the idea of improving mods once all four slots are filled.
Back when Ingress first started, you could deploy four mods at 125AP each. You could also "remove" mods that you (and only you) deployed, which would destroy the mod and free up the slot.
Then came Zipcar, and they removed the AP from deploying. But you could still deploy 4 mods, and remove your own.
Then they changed it to give the AP back to us, but you couldn't remove mods, and you could only deploy a single mod.
Well.... you can guess how the last part went down with the community.
So they rolled it back to the middle ground we have now.
- Deploy two mods.
- 125 AP per mod.
- No removal.
One of the requests that's been ongoing since they took away our ability to remove our mods, is to allow "Upgrading of mods" like a resonator can be upgraded. The desire is to improve on a set of mods that may have been placed in error, or without foreknowledge of changes to the situation. To make the common shields stronger etc.
So here is a compilation of some of the ideas people have raised over the years, since the conversation came up in IUENG again today.
#1 Simple upgrades
The simplest method is to allow upgrades in place, similar to how resonators work. Where there is a Common Shield, you can place down a Rare or Very Rare Shield to 'upgrade' it. The Common Shield disappears, and is replaced with the new one, in the same way that resonators are upgraded. You can't upgrade a shield with a multi-hack etc, or change the type of mod, but the strength can be improved.
#2 Removal of personal mods
Again a simple method. Give us back the ability to remove our own mods. This does have the complication that some people will deploy less mods, for fear of being told to go back and remove them by an overbearing teammate (as happened 'back in the day').
#3 Overpower Upgrades
Similar to Idea #1, but the upgrade costs two or three times as much. To upgrade a CS to an RS would require two or three RS consumed. This is to encourage the use of higher level mods initially, and generate the continuing "choice" requirement when deploying mods.
#4 Crafted Upgrades
In the same way that we can craft higher level items in a Kinetic Capsule by walking, some sort of 'factory' element to the UI, where we can craft upgrade modules. This would be similar to #3 in cost, but would allow people to store and trade upgrade modules even when there isn't a portal in range. It would be a great way to "get rid of the excess mods", especially commons. For example, maybe you could turn 10 CMH into a Rare Multi-Hack Upgrade Mod, that allows you to deploy a CMH and upgrade it to an RMH (at a cost of 11 CMH). We all know the times when we have far too many of the 'useless' mods, and being able to make use of them without hundreds of portals in range would be great.
Anyway, those are some of the ideas that have been raised in the past. What other ideas do people have specific to the desire of "Improving the Mods already deployed"?