The last time I played Mutants and Masterminds 2e I tried to make a character that imitated a giant tarantula (kind of a subverted Spiderman). But I never got to grips with Alternate powers :
A particularly important power feat is Alternate Power, which allows you to use one power to essentially duplicate the effects of another. So, for example, you can use your Telekinesis to create a powerful kinetic blast, or your Fire Control to forms sculptures of flame. Many of the powers in this chapter list potential Alternate Power feats suitable to the power’s effects. The listing in the Power Feats section describes Alternate Powers in detail but the important limitations to keep in mind is that a set of Alternate Powers (called an array) must all have the same costs and you can only use one of them at full power at any one time.
My issue was that when I tried to make different venoms alternate powers, two different venoms would concflict; one would stop when when the other began.
I don't understand the best way to design alternate powers to make the most of both of them. Should the alternate powers be thematically the same, or different? Should I just make sure none of them have on going effects?
What things do I need to keep in mind when making Alternate Powers in M&M?