If a single hit hurts, you should keep your distance, because even if a hit is 100% guaranteed in terms of accuracy, distance may allow you to lessen its effect in various ways.
I concur with this, it all depends on how much energy dissipation there is on your beam weapons. As far as I can tell, since they are in the vacuum of space, there shouldn't be much to inhibit their weapons, so the dissipation should start happening at great ranges.
The fact that the Enterprise D can hit ground targets from a planet's orbit means they at least have the targeting accuracy at great ranges. Earth's Exosphere is 10,000 km above the Earth's surface at Earth Sea Level. Federation ships should be able to fight each other at ~10,000 km range.
http://en.memory-alpha.org/wiki/Orbit
Voyager was parked in High Orbit of 20,000 km above Earth when they came back in time during VOY:"Future's End".
Say, the incoming fire may lose strength over distance: rayguns might suffer from the inverse square law,
http://en.memory-alpha.org/wiki/Phaser_sweep
I would agree with the inverse square law if you were talking about Phaser Sweeps that projects the Phaser beam in a wide cone as seen on DS9. But normally since the beam is confined in a tube like projection (I'm assuming some form of magnetic constriction), the beam should dissipate at far greater ranges. Especially since they have depicted that Phaser weapons can hit ground targets from orbit (At least 10,000 km if you are parked in Earth's Exosphere).
missiles might run out of fuel, and even if the fire following you is persistent, you may stretch out the impacts timewise, Doppler style, by flying away from the fire.
I agree, fighting at great range and circle strafing like modern day Dog Fighting (at greater ranges though, > 10,000 km) would allow you to avoid taking alot of damage in a short period of time. Gives your system more time to regenerate shield strength and time for your engineers to put out any issues or apply quick hot fixes.
If a single hit is of no consequence, and recovering from multiple hits is just a matter of time and perhaps labor, then there's no point in keeping your distance. The closer you get, the easier it is for you to maximize the amount and effectiveness of your fire on the opponent and create momentary "overload" situations on him.
Remember, distance is a double edge sword, It should be easier for him to do the same to you. The reason why modern combat doctrine on all sides is to fight at range is so that you have first sight, first strike, and first kill. If you can destroy them without them even noticing you, why wouldn't you do that if you were in a combat situation that meant life and death.
If you dodge and swerve at a distance, you might avoid some low percentage of hits, with the balance of the battle never swinging enough in your advantage.
I agree, you can't stay at range and pelt at each other until one dies unless you already have the advantage. The only side that needs to stay at range and wittle the opponent down is the side with the advantage. The losing side needs to
a) Run if they can't win.
b) Hide to readjust postioning or find time to figure out a new solution.
c) Take a risk and bring the fight closer if they can find a blind spot on their ship or a weak point to exploit.
If you go close, Doppler might again be your friend: you could accelerate towards your foe constantly firing and create a time-on-target effect on the enemy wherein your effective firepower is dozens of times the total output of all of your guns.
When you say accelerate towards, I would assume its not in a straight line because that sounds like a bad idea in general if you are at the disadvantaged position. I'm going to assume you mean by circle strafing them in a spiral formation while getting ever closer so that you can be constantly hitting them with as many guns on your side while simultaneously making it harder for their guns to keep track of you by constantly moving in all their weak zones since you probably know where they must have a side of their ship that has less guns that can target that area.
Enemy counterfire would not be correspondingly intensified. (Except in the case of weapons whose traveling speed doesn't depend on your own speed, for which phasers may or may not qualify; say, with lasers, you wouldn't get any Doppler advantage from accelerating towards your foe.)
Even with bullets the amount of extra energy bonus you get while moving towards your target is relatively miniscule compared the amount of energy coming from the launch of the bullet from the gun powder in it's cartridge. I'm pretty sure it's safe to assume that since beam energy isn't as dependant on kinetic forces to do damage, that your bonus from moving should be next to nil in the grand scheme of things.
Since Phasers do function like Lasers in general practice, although at slower speeds than Lasers since they don't seem to just appear to be there the moment you activate, you can actually see for a split second that they start traveling. It's safe to assume that Phasers and other energy weapons travel at a significant fraction of the speed of light. Maybe at 50% the speed of light? Who knows. They never gave that information in the online wikis or technical manuals that I read. I could be wrong on the technical manuals.
At some very low distance, your ability to swing your guns would become a limiting factor, as angular velocities would increase. On the other hand, at point blank, the angular size of the foe would also increase, so you might start hitting him with your "side weapons" in addition to your "bow guns".
From everything that's been displayed in ST battles, targeting angle and adjusting the angle on your weapons doesn't seem to be much of an issue on any side. Since everything seems to just fire away from the emitter, I'm assuming it's using some form of controlled magnetic containment that allows the energy to go out of a very controlled hole that can be readjusted in a very small fraction of a second. You can obviously see that most aliens are able to just fire arbitrarily at any angle they have access to from their weapon placement as long as there is no physical obstruction. Kind of like pointing a garden hose where ever you feel and watch the water flow, just on a much faster rate of change than what we humans can do.
Even weapons like Bird of Prey's Wingtip Disruptor canon is not limited to firing straight ahead, they can aim at off angles.
http://www.youtube.com/watch?v=edqZK6Qitco&list=PLABD005E3B6266480&index=3&feature=plpp_video
This video has examples of weapons that fire at off angles, even if they look like weapon canons that can only shoot straight ahead.
You might also be worried about the blast radius of your projectiles, or of the hits you score. This seems to affect Trek photon torpedo fighting somewhat.
That's definitely more of a torpedo matter than a Phaser or beam weapon issue. I'll leave that for another time or you can check out my Torpedo thread on the topics page.
Finally, there is the boarding range to consider - another factor from ancient warfare that Trek sorta reintroduces with transporter.
http://en.memory-alpha.org/wiki/Transporter
"During the 22nd century, standard
Earth transporter systems had a range of 10,000
kilometers; however, by the 24th century, standard transporter systems maximum range was about 40,000 kilometers, though a special type of transport, called
subspace transport could beam over several
light years"
See even transporters work at great ranges. The only time I can think of that you would want to employ transporters during a fire fight between ships is if you plan on rescuing someone or thing or have plans on capturing the enemy. If that is the case, then staying close may allow you to position yourself such that you can beam through a section of their shield that is down since there will probably be a few seconds where there shields will be down to 0% on one of the sides of their vessel.
Overall, Trek fighting has every right to bear very little resemblance to today's naval or aerial fighting, and would indeed look odd if resembling either of those.
Timo Saloniemi
I would disagree, it probably should resemble modern day combat more often than not. I do agree there are times where you need to be close to the enemy like they portray on screen. However that shouldn't be every single battle.
Some of the ST:TOS battles where they were fighting at great ranges and had quick scene jumps between the two ships were very realistic and I liked that aspect. Battles need to be portrayed more realistically if they want me to get full enjoyment out of those battles and not portray them like Naval battles of the pirate age where everybody was in visual range. I know the directors do that for dramatic license, but it makes absolutely no sense when you take the time to analyze and think about it. Real combat is about range and distance between vessels and even Aircraft.
When they did F-22 vs any of our older aircraft for mock combat trials, the pilots on the non F-22 were just having a bad time since in a 100 rounds of mock dog fights, they died long before they can even see the opponent. The only times I can think of having close in dog fights is if technology was on similar footing and long range weapons become easy to avoid with countermeasures and speed of vessel / craft you are on.
Surprisingly Gundam / Macross does ranged battles in an interesting and exciting way that varies from ST portrayals. They start battles at long range and usually end up close and keep switching between long range and close range all the time. It feels far more realistic and exciting to the audience IMO. Gundam 00 and Macross Frontier being my two favorite entries of those respective series. I highly recommend it to folks who haven't seen either of those Animes.
Timo, I do love that you are one of the few that puts alot of thoughts into your post. It's always fun to debate against somebody who puts real thought behind what they say and I feel like I do pick up a few new ideas or insights into Combat / Star Trek / etc everytime I debate against you or the other posters who can think at levels beyond "Enterprise fires phaser and it does MASSIVE UBER damage". There are way to many fans who think in such shallow terms and don't even put much thought behind what they see or analyze using logic, evidence, and real world physics / phenomena to extrapolate, interpret, or figure out what should and should not happen on screen.
I salue you Timo and other posters who go they extra mile when they post.