SW: Rebellion's planetary allegiance system. (Yes, including the diplomacy missions.) Doesn't anyone think its ridiculous that you can use a single squadron of troopers, or worse yet, Han Solo, to fly around the galaxy chain-capping whole planets? When I compare EAW's starting scenario vs. that of Rebellion's, EAW loses horribly... and mind you I really want to love everything about this game. Seriously, think about it... --- SW: Rebellion --- a) Empire starts with a more powerful force. (True to the canon) b) Planet-to-planet movement takes a long time (a tad too long really) -- It is doubtful that either side will end up seizing every single planet out there before the game ends. c) Planet-hopping is not a viable expansion tactic. Planets get pissed when you seize them by force, and if you don't leave a garrison, they will revolt. d) The Empire, though having a stronger starting navy, has to seek out the Rebels, and the Rebels have plenty of places to hide... this type of cat & mouse behaviour is the core Star Wars element that I feel is sorely missing in EaW. :-\ --- Empire at War --- a) I presume that the starting forces will be far more equal, considering how the galaxy map plays out. b) Planet-to-planet movement happens in a relative flash, the whole galaxy will be in non-neutral hands within minutes during a powerplayer match. c) No need for a planetary garrison, planets that you have recently captured will just happily stay under your command, which augments the whole fast expansion mentioned in part b. d) In EaW, Rebel planets are "hidden" from the Empire by default, but this won't matter at all when the galaxy is 0% neutral. Food for thought?