After reading Crazy Eddie's interesting idea on how phasers could work in his "NuTrek's Starfleet" thread (in this post: http://www.trekbbs.com/showpost.php?p=9085501&postcount=85) I had an idea.
Assuming this "frequency bands"-theory could also be applied for the prime universe, phaser arrays could be the next evolution of this.
So a phaser array has as much frequency bands as it has emitters, which means the E-D's longest ones have hundreds of bands. This allows the ship to fire a beam that is so perfectly modulated that it can disable shields of enemy ships without any real damage to the ship. Or you can disable individual systems without really damaging them. The perfect "soft kill" ability so to say.
Shorter arrays are more damaging because the beam is less perfectly modulated. They are not more or less powerful, they're only not so good when it comes to disabling an enemy ship without damaging it (and thus maybe resulting in casualties). But this really only counts for the shortest arrays. They barely have enough "bands" to be more than pure "blunt force" weapons.
So the Galaxy class, being developed for peaceful exploration has weapons that have the best "soft kill" ability possible, and ships more built towards combat can have shorter arrays. Why don't they have long ones when it would be possible?
Because of damage resistance. Although I imagine that a long array shot in half will then be two shorter arrays that work just fine independently from one another, I think that a hit by a weapon that is also precisely modulated could just result in an overload disabling the whole array. So having more of them is better for "combat effectiveness".
The usefulness of long arrays is only limited by the sensors' ability to determine all the details about the enemy ship you need to know to "finetune" the phaser beam for it, and thus also by the enemy's ECM capabilities.
I really like "Crazy Eddie's" theory applied to phaser arrays. It makes them kind of an ingenious invention. I imagine the problem with really big conventional phaser cannons that have many frequency bands is (aside from being much bigger for a given power output) that the parts that produce the different frequencies are arranged in a linear arrangement. So you have a long weapon. And if there is damage to only one of these ... let's call them emitter segments, the whole weapon is disabled. So the brilliant thing about phaser arrays is that the emitter segments are laid out in a parallel arrangement. So when one segment fails, the rest of them work just fine, only that the former long array is now 2 shorter ones.
Oh and regarding the cascade effect, I view it as something unrelated to this. It just doen't fit this theory so well. But maybe it could. I'm not so sure about this.
An alternative I thought of is this. Especially on Voyager it sometimes seems as if the effect is just searching for the right point to fire from. So I think the effect could simply be the targeting systems trying to find the best firing point on the array while also being ready to fire immediately in case that the target suddenly changes course drastically. The "glowing energy pulses" are the "ready to fire" firing points. If needed, the beam would just emerge from one of the pulses (or both) right where they are at the time.
Think of the "searching for the ideal firing point" idea like if an emitter is fitted to a rotating ring and the ring rotates into the right position for the emitter to fire.
And I don't think the firing point is normally set by the tactical officer, but that he is only choosing a preset "attack pattern" that is then executed by the computer.
For the instances where the cascade effect can't be seen, the explaination would be that the ideal firing point has already been determined. That could also apply to shots without the effect fired directly after a shot with the effect (as in "Conundrum").
So, basically the cascade effect is: Taking the time to determine the ideal firing point while maintaining the ability to fire immediately.
What do you think about this theory?
Assuming this "frequency bands"-theory could also be applied for the prime universe, phaser arrays could be the next evolution of this.
So a phaser array has as much frequency bands as it has emitters, which means the E-D's longest ones have hundreds of bands. This allows the ship to fire a beam that is so perfectly modulated that it can disable shields of enemy ships without any real damage to the ship. Or you can disable individual systems without really damaging them. The perfect "soft kill" ability so to say.
Shorter arrays are more damaging because the beam is less perfectly modulated. They are not more or less powerful, they're only not so good when it comes to disabling an enemy ship without damaging it (and thus maybe resulting in casualties). But this really only counts for the shortest arrays. They barely have enough "bands" to be more than pure "blunt force" weapons.
So the Galaxy class, being developed for peaceful exploration has weapons that have the best "soft kill" ability possible, and ships more built towards combat can have shorter arrays. Why don't they have long ones when it would be possible?
Because of damage resistance. Although I imagine that a long array shot in half will then be two shorter arrays that work just fine independently from one another, I think that a hit by a weapon that is also precisely modulated could just result in an overload disabling the whole array. So having more of them is better for "combat effectiveness".
The usefulness of long arrays is only limited by the sensors' ability to determine all the details about the enemy ship you need to know to "finetune" the phaser beam for it, and thus also by the enemy's ECM capabilities.
I really like "Crazy Eddie's" theory applied to phaser arrays. It makes them kind of an ingenious invention. I imagine the problem with really big conventional phaser cannons that have many frequency bands is (aside from being much bigger for a given power output) that the parts that produce the different frequencies are arranged in a linear arrangement. So you have a long weapon. And if there is damage to only one of these ... let's call them emitter segments, the whole weapon is disabled. So the brilliant thing about phaser arrays is that the emitter segments are laid out in a parallel arrangement. So when one segment fails, the rest of them work just fine, only that the former long array is now 2 shorter ones.
Oh and regarding the cascade effect, I view it as something unrelated to this. It just doen't fit this theory so well. But maybe it could. I'm not so sure about this.
An alternative I thought of is this. Especially on Voyager it sometimes seems as if the effect is just searching for the right point to fire from. So I think the effect could simply be the targeting systems trying to find the best firing point on the array while also being ready to fire immediately in case that the target suddenly changes course drastically. The "glowing energy pulses" are the "ready to fire" firing points. If needed, the beam would just emerge from one of the pulses (or both) right where they are at the time.
Think of the "searching for the ideal firing point" idea like if an emitter is fitted to a rotating ring and the ring rotates into the right position for the emitter to fire.
And I don't think the firing point is normally set by the tactical officer, but that he is only choosing a preset "attack pattern" that is then executed by the computer.
For the instances where the cascade effect can't be seen, the explaination would be that the ideal firing point has already been determined. That could also apply to shots without the effect fired directly after a shot with the effect (as in "Conundrum").
So, basically the cascade effect is: Taking the time to determine the ideal firing point while maintaining the ability to fire immediately.
What do you think about this theory?