Great idea, and you could take it farther. Sorta like what I was getting at with my post above where both client and server could utilize a simple script language...where you could define anything. This would blast the doors open for cool mods and such. Complex teammates scripts could be written to periodically send messages with location and bearings, flag info, nrg readings to your teammates etc etc, you name it . Then the script could execute other functions like when your teammates sister script sends you info that he has 6 flags and only has 100 nrg, you would automatically warp to him. Or maybe it would warp you to him, and then give him items you possessed, perhaps he could transfer the flags to you with the same clock time....Or whatever. They could call server defined variables also, which servers could have posted in their information(f1 like it is now, or news.txt, but hopefully a better format than either). Every user/client script could have its own user defined variable that would be used to call whatever script to turn it on like: %scriptname or whatever. Lets hope that the servers can define all this crap via xml files or scripts themselves. This way they can turn off warping and such in different areas etc etc or whatever. If you make the definitions as open as you can then anything is possible, including only allowing certain weapons to work in certain areas. For example, maybe a certain gun wouldn't work while in certain types of plasma clouds(sorta like the clouds they have in CR, but instead of just being pseudo 3d transparent, you'd be able to define what affect they had on the ship). Areas that slowly drain nrg, recharge nrg, etc etc all defined with server side scripts with coords. ASSS was a good start, but it is restricted by what subspace is right now. I think its all possible, and as long as the client is being built from the ground up, might as well make it as open ended as possible. The real trick although would be to create a game with the same level of control and feel as Subspace/Continuum and CR/Infantry have. Ship movement needs to be fluid with the keyboard as it is with those engines, otherwise it will be a hard sell. Subspace and its bretheren don't use super complex physics, but its more than complex enough to overwhelm the average nerd.