2046 wrote:Correct me if I'm wrong, but did you just dismiss the vast majority of my long-range examples on the basis of us not being able to visually see that the ships were fighting at beyond visual range?
I did not dismiss it as much as averaged it.
As I said, yes, we have references to long range ship to ship combat, but the majority of these fights take place at visual range.
So when you average the ranges involved, I see both sides having similar ranges.
Short of a full survey being performed (as opposed to the small sample we're discussing), I don't think you can dismiss contrary data as being composed of outliers.
I do because the majority of weapons attacks ahve displayed such effects.
Once again, I don't use the highest examples and average only those, I use the vast majority of what I've seen and heard (and remember, which is why I try not to deal in certainties) to arrive at the conclusion that the average values are not so different between SW and ST.
There are examples from DS9 and VOY with no fireballs, and some fairly early TNG with fireballs . . . it varies.
And these examples are not as numerous as the ones whish do display such fireballs...
But suffice it to say, I don't think it is safe to declare the weapons to have similar effects, especially given high-energy examples which directly lack them.
Which are much rarer then the events displaying a fireball, so when we mention averages, or events that are in majority, fireballs are there, which can let us beblieve that Phasers act as Turbolaser Bolts in the majority of events...
"Galaxy's Child"[TNG4], IIRC, though that's low power and barely counts in context.
Which would be one of
the few examples of this nature.
Again,
the vast majority of special uses of a ship or hand Phaser requires some sort of adjustment...
But it's also unsafe to say they were behaving abnormally, given that instances of starship combat have shown no impact fireballs as well.
Again, given the rare nature of these events, it is not so unsafe to say it...
Because you have yet to provide evidence for the dichotomy you're arguing for.
Majority of times, Phasers need adjustment to behave in any ither way the as a DET weapon.
That is sufficient evidence.
Anyway, you have not provided much in the way of evidence that Phasers always function in the same way (shooting white and red paintballs at the same time) either.
The majority of the evidence suggests otherwise.
we heard of no misses in the long-range combat between the Phoenix and the Cardassian warship, despite evasive maneuvers by both sides.
And yet we regularly see misses a short range from ST ships, such as in this video:
http://www.youtube.com/watch?v=Tx30ezbF ... re=related
So why go to such short ranges when your weapons seem much more precise at long range?
Geordi suggests that even a transport like the Jenolan could run circles around the E-D at impulse. Assuming similar maneuverability between Nebulas, Ambassadors, and the Galaxies, this would suggest that a frontline starship like the Mirandas oughta be helluva-nimble,
That was at the time the GCS was as "nimble" as the Tantive-IV, and the Jenolan is a much smaller ship then a Miranda.
Only in DS9 do we see GCS ships do any good maneuvering.
Heck, even in ST: Gen, the E-D had trouble evading a BoP, while said BoP was missing the E-D at spitting distances.
Even in the one example you have of ships getting as close as they did in RotS (the two Galaxies that punish the Galor), the situation is a far cry from 18th Century broadsides.
I don't care how they postion themselves for combat, the facts remain that fleet engagement in ST are using similar ranges as those in SW, period.
Because if you're in close with an equal-range opponent in an era of weapons that can harm the firing ship at close range, you have just limited the enemy's ability to unload on you.
As Oragahn said, this is ridiculous.
If your weapons are so powerful at long range, then why not unload them all at the maximum range you can in order to maximize the damage inflicted?
Also, by spreading the fleet out, as I had said earlier and Kane described more thoroughly,
you maximize your advantages: smaller crossection and greater maneuverability.
2046 wrote:Consider a nuclear detonation against a target hull, which we'll use as a reference point to ghetto-model a point-source of high energy. About half the energy could go back to space in all directions.
For a one megaton shot, at a range of 5000 kilometers, the yield against the firing ship (assuming a simple square profile of 1km) is going to follow the inverse square law. This means the firing ship will only feel about 0.0000000016 megatons, or about six megajoules. That's six megajoules over a square kilometer, or about six joules per square meter, or less than 1/100th the energy from sunlight striking the surface of Earth.
In other words, the firing ship just ain't gonna notice.
But let's say the target ship closes to 5 kilometers. Now it's a different ballgame. If the firing ship lobs a one-megaton shot, then with the same assumptions the firing ship will feel about 1.6 kilotons, or about six-and-a-half megajoules per square meter (about six-thousand times sunlight).
That might not do significant damage to the firing ship, but it might dissuade him from firing full-power shots for a wide variety of reasons.
Which is why a smart Captain would unload all his most powerful weapons at long range, then close in at shorter ranges when he no longer has any long range weapons.
You've also decreased their response time . . . they can't really do much extra defense (such as where they keep their shields focused) or evasion.
Except that in fleet engagements such as in DS9 or in ST:FC, when so many weapons are fired your way, it doesn't matter how good you are at evasion, you'll get hit by one weapon eventually, because there are so many angles of attack and they cannot all be covered.
Now, as seen with the Dominion blowing huge chunks off of a Miranda, this logic doesn't always hold . . . they didn't seem to hold back too terribly much. But at least they were getting some badness right back at them.
Exactly: The Dominion were blowing huge chunks out of the Fed ships, and vice-versa.
Look at all those ships the Defiant was blowing up left and right...
Not to mention that you hopefully increase survivability because the enemy won't go all gung-ho targeting your warp core to make it go boom if they're sitting right on top of you.
Except ships
were blowing up all over the place, and nobody seemed to mind.
In fact, they minded so little, that we can see the two fleets mixing together during the fighting.
If you were worried about Warp core explosions, you would not get so close to enemy ships, or even to your own allies.
Kane Starkiller wrote:Ultimately the question is not whether Federation ships are more maneuverable than SW capital ships (they are) but whether they are maneuverable enough to evade SW turbolaser fire (they are not).
Well, Kane, I have to only partially agree here.
They don't really have to evade the shots, all they ahve to do is to evade, and considering how difficult it was for the ISD in ANH to hit the straight-moving Tantive IV, it is clear that only by saturating an area with fire can they hope to hit (like they did vs the Tantive IV, although it would be harder vs a maneuvering ship).
At the very least one should conclude that weapon range advantage is unclear due to all the conflicting examples.
Agreed!
Oragahn wrote:I'd rather consider the other explanation, in that every single ship exploding would be a potential bomb of greater magnitude than its own weapons. Therefore, if it goes down, with a bit of luck, it can take down the other one, while at longer ranges, it's more a question of who snips first.
Personally, I'd rather go with option 2. It gives more time to react, and comes down to who has the better weapon design.
Except that, as I stated earlier, we see ships blow up all the time in DS9's fleet engagements, right next to enemy or allied ships, and not one time do we see a ship threatening explosion.
The only time we see ships explode, it is from direct weapons' fire or collisions.
So, in conclusion, as much fun as this was 2046, I think we are both running around in circles trying to convince someone that just won't be.
So I propose that we agree to disagree.
I stand by my revised assessment, which is that 3 to 5 Miranda classes are needed to destroy an ISD, because of better maneuverability that will compensate for lack of resilience... :)