Thanks glad to be here 1. Ok, you've got a point there. I've looked into it again and it realy a bit "confusing". Looks like self destruction's setting up some bombs. But perhaps Petroglyph still hasn't finished polishing these Animations ? You remember´the other errors in the destruction animations ? Doubled Parts etc. 2. I don't think so. I'm a great Star Wars Fan myself and a RTS Player since the good old Days of Dune2. So there is a high possibility that I'm not the only one who would not think about these graphic/reality issues. But I agree that there might be many players who enjoy state of the art graphics and would like to see more realistic smoke effects. 4. Agree 10. On one hand you are right concerning the possibility of "evading the raderoutes". But on the other this would make it impossible to "force drop" fleets out of hyperspace via the use of interdictors. I know that the interdictors could still be used to "bind" a fleet to a specific battle when they already emerged from hyperspace. It would still be a nice feature if you would be able to ambush the enemy fleet half the way.... 11. You shouldnt compare them because in fact they are of different genres. In fact, every game in which you are allowed to command a group of units in realtime is called "RTS" today. But the games that created the genre (Dune2, Command&Conquer) define what features the game needs to be called a real "RTS". Now Petroglyph consists mainly of ex-Westwoodians, so it is quite clear that EaW is to be produced in the style of Command & Conquer. Ok, we can't close our eyes and say "the other RTS-like games don't exist". But some of their features perhaps aren't suitable for this game and not comparable. For example : Rome Total War has a completly different Gameplay. How can we say that it is better or worse ? There are no space battles in Rome (haha), we have massive amounts of troops devided into small groups, historical templates for all of the units... you see that there is a major difference ? you could compare Rome to Heroes of Might and Magic and say that Rome is a more realistic HOMAM without magic an with realtime battles. And if you think of multiplayer.. Rome only enabled players to use the skirmish mode. You were not able to do a cool game of "conquer the world" in 1 vs 1 or teams. EaW is designed to feature a galaxy conquest mode in multiplayer. The Problem with Freelancer is that the feeling of space is different if you are used to fly a single fighter arround the galaxy. But... to shorten this : I think the combination of all these features Petroglyph put in so far is what makes this game so interesting. The graphics don't even need to be "the best i've ever seen". As a Star Wars & Command and Conquer fan I would be satisfacted if we just get a great combination of those two with the possibility to compete in galactic conquest mode (multiplayer). Everything else would be just great but luxury. 14. Perhaps these guys at LEC are right. But what if they're not ? Perhaps LucasArts and Petro use 20 planets because of balancing issues ? These guys are professionals who made so many great games... don't you think they know what they are doing ? Another Problem : Do you remember Imperium galactica ? Even if they had random surfaces, the planets got boring after you had seen all the different tilesets(wood, vulcanic etc.). Most of the Star Wars Planets are unique.. thats a great part of the star wars atmosphere. If there would be sooo many planets it might get boring too. But yes, they could set the single player galaxy to 20 - 40 planets to enable the story line to be played without boring interruptions i.e. capturing 10-15 minor planets or so and let the players decide how many planets they want to use in multiplayer or free games.