Gregorovitch wrote: ↑Fri, 10. Apr 20, 11:47
radcapricorn wrote: ↑Fri, 10. Apr 20, 11:33
Because those "objects" don't exist in a vacuum, so to speak (pun not intended). A save need to represent a singular moment in time, otherwise it will contain inconsistent data. You cannot be saving a live running state in the background, simulation has to be paused.
I have come across this arguement before in different contexts. I think the question should be asked if that level of consistency actually matters in this case. All it would seem to mean in practice is that, for example, the precise positions of all the ships would be slightly changed relative to each other on reload since their save points would be slightly temporally offset. It seems to me that would be a very small price to pay, inconsequential really, for avoiding the lengthy freeze on quicksave.
Of course there might be some deeper reasons, if so I'd be interested to know what they were.
That's gross, and I mean
gross oversimplification. Coherent state matters, always. Say you fire a torpedo, and then the game starts saving. By chance, it first saves the position and velocity of torpedo, and only a few milliseconds later - the position and velocity of your ship. Which, in those few milliseconds, has moved, relative to that (now saved) position of torpedo. You play further, torpedo flies and hits its target. You'd expect the same happen after reloading. But now you reload such save, suddenly you get blasted by your own torpedo in the nether regions

Or, you start saving just before a killshot reaches a carrier full of ships. The carrier is saved, but during that time in live universe it got destroyed, so it has no ships anymore. So those ships aren't saved. And by the time that killing bullet would've been saved, it's also not there anymore. So, in your live play, you hit "save" and witnessed destruction of a carrier. When you load, you will find the carrier alive, with no ships, and not blowing up anymore.
And these are just simple "harmless" examples. The game is not rigid. Things pop in and out of existence all the time. You'll get a save where things refer to other things that don't exist, or things that could not possibly exist do. In short, you'll get to a state that should be impossible to achieve by normal operation.
I guess a good analogy from the real world would be taking a long exposure photo of fast moving objects (saving), and then attempting to discern what the hell is going on in that image (loading).