Some time ago when we lost AP gain for deploying shields, Niantic promised they will restore AP gain soon, as well as make mods upgradable and work like resonators.
We have new Rules and restrictions for Portal mods:
- One agent can only deploy one MOD per Portal
- You gain +125 AP for deploying a MOD
- MOD’s can’t be removed
So we got AP for deploying Portal MODs back, but with huge cost. Only one mod per person! As a single agent in my faction in the whole city this change paralyzed me. I can’t create an efficient farm, I can’t defend it, I can’t do a single big link with link amps. Basically a single player has a very hard time to stay in the game. But that is not all, now MODs can’t be removed…
The only reason that I can think of is zipcar passcode incident from long time ago. When some agents got enough shields to deploy and remove them, then rinse and repeat until they deployed all 5k shields that they got. I think that cases like that are not a problem of the game. And that rinse-repeat deploy-remove mods is not a misuse of the game. If someone has the time to deploy 5k mods, and earn some AP let them do it. For me there is not a lot of gain in AP whatsoever. When you reach L8 you are stuck with it, no matter of how much AP you have. But why put this restriction to 99% of players that didn’t do this… And this also doesn’t solve the issue that when a new player deploys bad mods which some players are having.
Let’s also look all this from different angle. Ingress is a team game, to create even an L6 portal you will need more than one Agent. And to create L8 portal you will need 8 L8 Agents. That 8 is magic number in Ingress, so they can also deploy all mods to a portal. Even if your teammates don’t have some mods you can drop them and they can deploy them instead of you. As a team game it makes sense. But I still believe that there is a better way to work with all this.
- 1st we shouldn’t be afraid of Agent repetitive tasks that earn AP. Hacking enemy portals is cheap and earns 100 AP as well, recharging portal, or even separate resonators earns AP also. So we shouldn’t be afraid of agents deploying and removing mods from portal. The overall AP gain is fairly trivial really.
- 2nd why kill the fun for a lot of lone wolf players or players in rural parts. We should be all equal, maybe I can’t make a L6 portal alone, but at least I should be able to fill my MOD slots. If I can fill all resonators slots alone, how come I can’t fill all mod slots…
- 3rd if a rural player with limited agents is outnumbered say 4:1, they are now extra challenged as they can only ever place 1 mod on their portals while the other team will place 4 every time.
But this is in the box thinking, what if we change the logic of mods deployment completely.
What if we have a different system:
What if MOD’s worked like resonators. To be upgradable, and that one agent can deploy all of them. Our team member Dustin Downs has a great idea:
What if we limit MODS per rarity, similar to resonators One agent can deploy 8 L1 Resonators but only one L8 resonator. What if one agent can Deploy 4 common mods, 2 rare mods and only 1 very rare mod. Allowing removal of at least your own mods after also allows for strategic portal building such as: building a farm loaded with multihack and heatsinks, then removing all those mods and replacing them with turrets, force amps and shields to make it harder on the opposing faction when they try to hack your farm. It doesn’t seem to make a lot of sense to build a high yield farm and be force to leave it for the opposition to get as much, if not more out if than you did (after your team put in all the work).
This will enable better and easier collaboration, people can upgrade some mod if they want, they will not need to Flip than destroy portal just to deploy better mods. And agents playing in rural areas can also get some fun with experimenting different portal builds with some limitations.
This is, in my opinion, a win-win situation. We would have a better system for MOD’s. We can Upgrade mods, and single agent could deploy in all 4 mod slots. Also If you make a mistake you can either upgrade mod or remove it. We could add more changes just to keep it fun, like you can upgrade Shield to any other MOD, but Heat Sink can be only upgraded to more rare Heat Sink.
I’m very interested, what do you Agents think about this and can you suggest a better system for portal MOD’s?