One of the most important things for me in games like Total Annihilation and Supreme Commander is the simulation aspect of the game. This wasn't really covered yet by the interview or the preview yet, as far as I observed (only a fleeting mention of "simulation" in the interview when talking about the server-client architecture). So I simply wanted to confirm (officially) that Planetary Annihilation uses the same type of simulation, that is found in Total Annihilation and Supreme Commander where projectiles are individual entities, that travel over a simulated trajectory (depending on the type of projectile, e.g. ballistic) and can properly collide with anything in their path (with sensible exceptions, just as we had in Supreme Commander as well) and thus are not predetermined to hit a designated unit (like in StarCraft etc.), but rather all the actions in the game have an emergent effect.