It sounds like you're specifically focusing on Nova, and less of the army management side of things? By equipping these items you will have new abilities in that mission to engage with. She'll be present on the ground for you to run around and control. She'll be able to upgrade her own weapons, gear slots as well, like helmets that adjust visors so she gets special abilities to take into missions with her. So with Nova's background, being a ghost, she unlocks some unique abilities for units that have this more techy approach to them. Except with Nova Covert Ops we will have that little story interaction that you're used to with the campaign where you can upgrade your units. So now we're offering more content for those players and similar to the prologue where we have the three missions.
The vocal majority comes from multiplayer but we have a huge player base that really enjoys campaign and that's really all they play. Howl: So for Nova Covert Ops, this is content for players that have really enjoyed the campaign experience, which is a vast amount of players. What type of game is it? What audience are you targeting with it? GameSpot: Tell us more about Nova Covert Ops.
GameSpot interviewed StarCraft 2: Legacy of the Void senior designer Kristopher Howl about what to expect from Nova Covert Ops, when it will be released, and why the studio decided to develop single-player post-launch content for the game.