Shield and weapon effects

Now, I know it's rather weird to demand, but let's face it:

http://www.youtube.com/watch?feature=player_embedded&v=og0aMApQCfU

 

The effects on the video are bloody, bloody awesome.

 

I must say that Rebellion is marvelous, most of the effects are as awesome than the one in the video, and it's been quite a good job on the part of the Sins's team.

 

Except for two things: first off the shields are nice, the new effect with rebellion is nice, but is it possible to either mod the game or develop it so the shield effects are on par as the ones in the vids? Or does the Ironclad engine limit it?

And second thing, when a small ship is moving fast, the weapons FX are moving most of the time in front of it and they "hit" empty space; however the shield effect still pop up and the damage is still done. So is there a way to either have a perfect visual accuracy for shots that hit the target or misses if it doesn't visually hit it?

 

Edit: Oh, I forgot a little thing. Is it possible to include the cutting effects from lasers when a ship/structures dies?

 

Second edit: This is by NO MEANS a critic; I adore the work that have been done so far on Rebellion.  It's just a little.. eccentricity on my part.

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Except for two things: first off the shields are nice, the new effect with rebellion is nice, but is it possible to either mod the game or develop it so the shield effects are on par as the ones in the vids? Or does the Ironclad engine limit it?

There's a huge difference between pregenerated vids and games. Until we all have the equivalent of super computers don't get your hopes up.

And second thing, when a small ship is moving fast, the weapons FX are moving most of the time in front of it and they "hit" empty space; however the shield effect still pop up and the damage is still done. So is there a way to either have a perfect visual accuracy for shots that hit the target or misses if it doesn't visually hit it?

The visual shots mean almost nothing to the game engine. Its basically just fire, try to move to the target with a specified speed, and if it hits show a little explosion. This sort of simplicity is the beauty of Sins, and how it can keep both what detail it has on such a large scale on both high and low end systems.