Reducing unit types, and confining spaces may make every move more critical yes, its perhaps easier to balance and makes for quicker games, but adding additional stratadgy by reducing unit types or confining space simply not true. What im wondering about is how they are going to attempt to make multiplayer unlinear or enjoyable. That was one of the biggest claims this game had been making earlier on (that the game would focus on its unlinear gameplay), but it looks like only 1v1s are going to be unlinear or interesting to play. With no xp system, small numbers of units to choose from per side, only imperial vs rebel games, with only either space or ground to choose from, thats sounds like its going to be really difficult not to play a very small, or linear game for mulitplayer with more than 2 people. And you might not even be able to build you own buildings? Oh well at least it will be less info gamespy has to process. lol and perhaps some of the skirmish modes may be interesting, but im still skeptical for multiplayer. The campaign might make this game worth it in its own right tho. This game strikes me as being a rts Civ hybrid which is very appealing to me, but like all the civs ive played: multiplayer kinda sucks and is not worth playing (imo) as well as time consuming. With the addition of modders on the schene and the ability to manipulate the ai, or adding of units, the single player experience seems like it has alot to offer in replay value. Altho mods arent always known for balance. edit: and wc3 made very good use of all those units. Every unit counters another unit, and it still managed unlinear gameplay, because of the creeps, xp system, and neutral units. WC3 is still arguably the best rts on the market today, altho im still really burned out on it now-a-days.