the physical differences, but not the actual core differences.
list those for me, will you?
if you're PDS takes down half the shots, yes, thats statistically like having 100% more armor. they serve the exact same function and fyi, as far as I've modded, the only real difference between shield and armor is the refresh rate. so having as much shielding as armor would be just about as good as doubling your armor if they refresh similarly
You missed the point and too over simplified the system, the only time they're the same is following your relative bare logic. And what you means by physical differences?
Ever played a Startrek simulation games? There is shield, and that regenerate, there is armor, and those can be repaired. To an extend, they work the same right, both can take hit and be regenerated. The same? No.
Actually I can simplify it even further than you, basically they're all defense system which only serve one purpose: control the amount of damage a ship can and will take. So we can come up with a bunch of things like: ECM, shield, anti-beam depth charge, armor plating, point defense ...etc... techniques the something, although all of them work differently, since they serve the same purpose they're the same right? No.
Avoid an impact and absorb the impact are never the same. Your example like I said, too oversimplified the system. The variable can be varied from the point a shield will take enough damage that it eventually goes down, with sufficient PDS then against certain target it might be sufficient not taking a hit. And again, the model I don't think a shield can take 10000 units of damage and a PDS that can intercept 10000 units of damage is the same. Again, by that logic then there is no difference between a PDS that can intercept 10000 units of damage and an armor that can absorb and addition 10000 units of damage.
and on this thread it's an idea you are not favor
for good reason, ask Yarlen.
basically what I'm saying is; what is your point? to make the game look cooler? thats a huge waste of CPU for so many ships.
Well, basically I'm not in agreement with him with the course stardock and ironclad is taking with this game, he has credential and I believe him, doesn't mean I agree with what he said (no disrespect means).
Depend on what you're asking. Since right now I separate the argument whether a shield is a replacement for a PDS system, one that I will argue not. Or you mean the point about system performance. The former, I still have things to say, the latter, want it or not I think it has been said enough. But it appears you're mixing those two which kinda hard to follow.
And please note that I'm not really that aggressive and consider PDS is a must have system (coming with a "Geez OMG you don't have it what wrong with you!!!). It's a feature that I believe very nice to have provided the cost in return is fair. It's never my point to make a system get to a crawl just to have an addition cool feature, so no need to come at me with an aggressive stand (sorry if I got the wrong impression). Do bear in mind that I started this thread with the assumption Sins will support multi cores at least if one is available (like some other games do).
From what I gather about the game then the level detail and especially the scale of this game, it's almost nature to me the game is built with multi cores supported (and emphasize again, a multi core supported game is NOT a multi cores exclusive game, none of them is. Just in case you want to raise the " just for a few elite" again). I would not be surprise if C&C3 is not multicore supported despite it has very nice and flashy feature because the scale of the game doesn't need that, but Sins does. Like I said, with or without PDS at this point is no longer matter, the game at this scale still need to process a large amount of data. Heck, I can tell you that in light of the new information I no longer concern about a PDS system, but more worry about other features that I think you will agree will have more impact on the game, example like the AI. Well, I hope there is enough room to have a sophisticates AI in the game, we'll see.