It\'s certainly an interesting idea, but it\'s not going to appear ingame anytime remotely soon. It would take time to create the new artwork for the half-breeds, figure out stats that would look right, *tweaking* the stats so they were fair, and all that kinda good stuff. However, even if you did that, in the end you would have about 100 different races that would make people way more confused than they needed to be.
The only way I could see a system like this work (I\'m not even saying well, just work period) would be so extremely hard to write it would take too long to even bother with. But basically, you would store character data much like it is in real life: genetically. There would be no \"Ylian\" model or \"Krylos\" model, but instead you would have some base humanoid model and each \"race\" would have a set of definable transformations that would alter the base model into something specific. So bascially, everyone\'s characters get displayed on the screen dynamically. Then if you decided to have a half-breed, the game would compute half the transformations for one race, and half for another, and combine them to for the model for the new half-breed. And you could have a character with a mix of 4 or 5 races as well...
Like I said, it\'s a far-off idea, and completely extreme, but it just goes to show that a system *could* possibly work like that (if you had a lot of people with nothing better to do

). However, while this is a somewhat realistic model of how genetics work in real life, this probably wouldn\'t suit Planeshift. Take a look at the Ynnwn: they are a cross between a Diaboli and a Dermorian, yet a computer would probably come up with a more bland-looking mix than creating new art for it. But whatever, I just thought this would be an interesting topic to bring up.
