Monday, 19 October 2009
In general, the abilities introduced in the first campaign are the ones I first put in the game, while the other ones I added later when I came back to it with new ideas after a break. Protection is the exception. Repair Swarm had its place originally, but players were being confused by it because it works in a slightly weird way - they were doing things like activating it when they were nearly dead, expecting it to repair them immediately. I realised that if they'd had Protection instead, it would have done exactly what they wanted then - Protection was the ability they were intuitively wanting to use - so I swapped them. It seems better to have the easier-to-use stuff introduced first, and the more confusing stuff later. An improvement! Hooray!