I find it sorry that this topic is gone so off topic, if that makes any sense. Anyway finally I found a though about what subversion would be like, and it isn't even in this topic:(. So I have copied it to hear, I hope the author wound mind.
here it is:
"Okay, so ignoring for a moment the above, I'm going to take a stab at where this is headed.
From the very name "subversion" it is clear that this is not trying to be a city simulator. From the shots we've had earlier of interior spaces, and the continuing work on them, we know that Subversion is headed toward a large scope, but with very fine granularity. Now we're seeing visual representations of completely extraneous control circutry, unless the user will interact with the basic infrastructure controls. The scripting extension means that objects can be programed in some way.
We also know that Introversion is about comprimising computer systems (both in Darwinia and Uplink), as well as all-out large-scale warfare. Why do the buildings have generated structural members, unless we can interact with them?
I'm getting the feeling that Subversion is trying to be a game about the covert intrusion (and possible comprimise) of urban infrastructure and landscape. It will be about how an attacker can enter and conquer a city, perhaps without being seen. It will be about how the fine details can be leveraged to accomplish far-reaching goals. Observing and hacking into elevator controls is only the begining. Air conditioning? Traffic lights? Setting up snipers to control whole square miles of city? Setting demolition charges and bringing down whole skyscrapers? The detail level at this point is immense, and only appears to be increasing, which makes no sense unless the user interacts with the enviroment at all of these levels.
But really, the only thing we know for sure is that I am mistaken."
All I know is that I think this game will be really great, and I hope for some estimates on the release date. AND more BLOGS.
AND I hope someone else has some cool ideas too.