The OPS button gives the following tabs:
Inventory[edit | edit source]
- Main article: Inventory
The Inventory screen also tracks the Agent's item count. An Agent's inventory is capped at 2 000 items, with C.O.R.E. Agents having their inventory limit extended by 500 as part of their C.O.R.E.-membership.
Filtering the Inventory[edit | edit source]
The inventory is broken down into multiple categories, with the number of items in each category shown below. Should an Agent not posess and items in a category, it is hidden from the inventory view.
- Battle Beacon
- Key Lockers
- Kinetic Capsule
- Quantum Capsule
- Power Cubes
- Power Cube
- Portal Keys
If the user exits the OPS Menu and reopens it afterwards, the Scanner will remember the last category and item he or she selected.
Sorting the Inventory[edit | edit source]
Maintaining the Inventory[edit | edit source]
An Agent can remove unwanted items from the Inventory by dropping them on the world map or recycling them into Exotic Matter (XM). To do so, select the target item to open its Item Card, then tap the Drop or Recycle button as desired. Items can be recycled in bulk, but must be dropped individually.
Using Items from Inventory[edit | edit source]
Inventory Cap[edit | edit source]
Agents can hold 2 000 items, with a 500 inventory capacity extention for active C.O.R.E. members. Items contained in Capsules still count towards inventory cap. Exceptions to this are Portal Keys stored in a Key Locker.
If an Agent is carrying too many items, they can't hack Portals and can't pick up dropped items. Attempting to do so will warn the Agent that they are out of inventory space. In addition, Quantum Capsules they own will not produce items.
Hacking a Portal while close to cap can overload the inventory and cause the Agent to possess more items than cap. For example, if a non-C.O.R.E. Agent is holding 1 999 items and perfectly Glyph Hacks a Level 7 Portal, they could, for example, be awarded with 4 Resonators , 5 XMP Bursters , a Portal Shield , and a Portal Key for a total of 2 010 items.
- Main article: Key Locker
Key Lockers are special capsules that only hold Portal Keys , outside of your regular Inventory. They are not hackable and can only be obtained by purchasing them from the in-game Store. While a Key Locker itself takes an inventory slot, its contents do not. An Agent may carry up to six Key Lockers (five are ordinarily sold), and each Key Locker may carry up to 100 Portal Keys , effectively giving the Agent an extra 594 inventory slots over the 2 000 maximum (but only for Portal Keys ). The Key Lockers are colour-coded for your convenience. The drawback is that while in a Key Locker,like Capsule , Portal Keys are invisible to normal operations and cannot be used. During the Ingress Year Five double AP celebration in November 2017, Agents could get an additional Key Locker for 0 CMU, raising the extra Portal Key inventory that can be carried from 495 to 594.
During the Ingress Year Five double AP celebration in November 2017, Agents could get an additional 6th Key Locker for 0 CMU, raising the extra Portal Key inventory that can be carried from 495 to 594. This 6th Key Locker can currently not be obtained, and it is unclear if it'll ever be made available again.
Strategy[edit | edit source]
Managing cap and optimizing inventory is a key skill in high-level play. An Agent's collection of Capsules , high-end Portal Mods, Flip Cards, and important Portal Keys will tie up a substantial amount of Inventory space, making item allocation an important strategic decision.
An Agent with a substantial number of Resonators in different levels and a large stash of Portal Keys has maximum versatility in linking and fielding, but lacks the hundreds of Weapons required to attack a fortified area. Likewise, an Agent who devotes more space to Weapons and Power Cubes can attack nearly any target, but could be cut off from the Resonators required to Link, Control Field Δ, and upgrade friendly Portals after a relatively short time. Some Agents prefer to leave slots open to store an increased number of Common Portal Mods, reduce the amount of prep work before farming, and readily acquire dropped Capsules . Some Agents stockpile only L7 and L8 Resonators , and rely on hacking to fill out Portals.
Store[edit | edit source]
- Main article: Store
The Ingress in-game Store has items for sale that cannot be obtained through hacking. To make purchases, agents must first exchange money for CMU (the in-game Store currency). Items for sale in the Store include:
- Portal Frackers (doubles the hack output when applied to a Portal)
- Key Lockers (each locker holds 100 Portal Keys outside of Inventory)
- Beacons (all Beacons display above a Portal for four hours when applied to a Portal) there are four distinct styles, during Anomalies Niantic will often release a specific limited-time-only Beacon.
Agent[edit | edit source]
Player's personal stats and jacket.
Intel[edit | edit source]
- Main article: Intel
Global View[edit | edit source]
The Global View is the initial page of the Intel tab, prominently featuring a rotating globe, score bars and time plot of global Faction MU, access to the global scoring history, and access to Regional Scores.
Patches of the globe are coloured according to the MU totals of the areas underneath, heavily stylized across regions and geographies. The globe is identical to the one seen in the boot-up animation.
The global score bars and time plots show the total number of MU under current control of each faction. The score bars' length is relative to 700 000 000 MUs, and the time plot is relative to the highest score during a Checkpoint in the current Cycle.
Regional Scores[edit | edit source]
The Regional Scores view shows the current MU control and total scoring of agents active in the viewer's current Region.
While the regional and global scores are tabulated once at checkpoint, top-agent scores are cumulative during the time leading up to the previous checkpoint. That is, only Control Fields standing at the checkpoint time count towards regional and global scores, but the total MU of all fields created by a given agent counts towards his or her standing on the leaderboard, regardless if the fields are standing at the checkpoint.
Top-agent scores are reset at the beginning of each Checkpoint.
Tapping the Cell Activity button allows the agent to observe the scoring in the eight regions that border the current region.
Training Missions are various short tutorials introducing new Agents to the gameplay and various parts of the game. Missions include hacking a Portal, placing Resonators , walking a short distance, etc. Agents earn AP for each mission, and a badge for completing all of them.
Listed under this tab are links to the various social media outputs of Ingress and the factions thereof.
Other items on this page include a link to details about Ingress Live Events, which are opportunities for Agents to meet up and work together. These events can be Anomalies, Mission Days, Ingress First Saturdays, or NL-1331 events.
Passcode[edit | edit source]
- Main article: Passcode
Device[edit | edit source]
- Main article: Device
The Device tab shows setting for the game. This tab varies by version and operating system.
From this tab, agents can:
- Sign out
- Link their G+ Profile to the game
- Resync Data (between phone and cloud)
- View game sources and build information
- Change Settings of
- Agent Profile
- App usage (Launch G+ app rather than browser when prompted)
- Block Agents
- Re-do Tutorials