I've recently been looking at the basic technologies of Star Trek (specifically Federation) ships. I posted briefly about sensors in the 725m Enterprise thread, but I'd like to share my (developing) impressions of other technologies, too.
Phasers
There appear to be at least three types of phaser output:
Shield effects seem to indicate two types of visual reactions of the shields to attack:
There appear to be two general types of faster-than-light propulsion, which are determined by power source:
Phasers
There appear to be at least three types of phaser output:
1. Proximity blasts (seen only in Balance of Terror and Errand of Mercy, unless they also provide the stun capability seen in A Piece of the Action, which might also represent a fourth mode of operation)
Proximity blasts appear to do significant damage within a particular area, but not against a point target. I don't know whether the battle with the Klingon ship in Errand of Mercy
2. Beams (the usual type)
Beams are often fired at warp, and are typicaly fired only one at a time, and are always fired in no more than pairs when used to concentrate fire on a single point.
3. Pulses (what the Enterprise fired at the Narada's torpedoes, the sole mode of the Defiant's main armament on Deep Space Nine)
We've never seen pulses fired at warp; it's possible that they can be fired only at sublight - or that one might not have any reason to fire them except at sublight. (Perhaps they are only effective over short distances, are useful only against certain types of targets, incapable of remaining coherent when passing through a warp field, etc.) The Kelvin fires these types of blasts from visually different emitter types from those that emit beams. These may be preferable to beams when used against unshielded or poorly shielded targets.
ShieldsProximity blasts appear to do significant damage within a particular area, but not against a point target. I don't know whether the battle with the Klingon ship in Errand of Mercy
2. Beams (the usual type)
Beams are often fired at warp, and are typicaly fired only one at a time, and are always fired in no more than pairs when used to concentrate fire on a single point.
3. Pulses (what the Enterprise fired at the Narada's torpedoes, the sole mode of the Defiant's main armament on Deep Space Nine)
We've never seen pulses fired at warp; it's possible that they can be fired only at sublight - or that one might not have any reason to fire them except at sublight. (Perhaps they are only effective over short distances, are useful only against certain types of targets, incapable of remaining coherent when passing through a warp field, etc.) The Kelvin fires these types of blasts from visually different emitter types from those that emit beams. These may be preferable to beams when used against unshielded or poorly shielded targets.
Shield effects seem to indicate two types of visual reactions of the shields to attack:
1. Illumination (the frequent effect around Picard's Enterprise)
The shields appear to flare when completely dispersing or absorbing the energy (except perhaps heat energy, in certain cases) directed at them. The effects seen in Generations and Yesterday's Enterprise may suggest that the flash may be specific to energy of a certain frequency. The Enterprise's shields in Generations flare even as the Duras sisters' ship's weapons fire through them, which may represent the dispersal/absorption of those parts of the beam which have varied from the intended frequency. Similarly, the Klingon shields flare before being broken through in Yesterday's Enterprise; I've chosen to interpret this as reflecting variable-frequency phasers aboard the Enterprise (Data's report of "Shields holding, sir" when the effect is seen on the Enterprise seem to support this. The illumination seen when debris hits the ship in Nemesis would represent the absorption/dispersal of certain, but limited, frequencies of energy - as would other instances of damage not seeming to involve variable-frequency attacks.
2. No illumination (seen in the Dominion War, last year's film, etc.)
This type of shield reaction tends to depict hits which breach the shields, or which are so insignificant as to preclude a visible illumination.
Also
Shields are non-ablative, but the systems that generate them can be damaged or the power supply to those systems can be disrupted, despite the use of an integrated power system (which allows the re-routing of power from one system, e.g. weapons, to another, e.g. shields).
Shields may also simply be overwhelmed at a particular moment (see 2. No Illumination).
23rd Century starships appear to have four basic shield arcs, which I presume form a sphere when combined (possible overlapping at the margins of the arcs): Forward, port, starboard, and aft. These can be independently reinforced and reduced, as well as individually damaged, i.e. they are produced by separate emitters/generators.
PropulsionThe shields appear to flare when completely dispersing or absorbing the energy (except perhaps heat energy, in certain cases) directed at them. The effects seen in Generations and Yesterday's Enterprise may suggest that the flash may be specific to energy of a certain frequency. The Enterprise's shields in Generations flare even as the Duras sisters' ship's weapons fire through them, which may represent the dispersal/absorption of those parts of the beam which have varied from the intended frequency. Similarly, the Klingon shields flare before being broken through in Yesterday's Enterprise; I've chosen to interpret this as reflecting variable-frequency phasers aboard the Enterprise (Data's report of "Shields holding, sir" when the effect is seen on the Enterprise seem to support this. The illumination seen when debris hits the ship in Nemesis would represent the absorption/dispersal of certain, but limited, frequencies of energy - as would other instances of damage not seeming to involve variable-frequency attacks.
2. No illumination (seen in the Dominion War, last year's film, etc.)
This type of shield reaction tends to depict hits which breach the shields, or which are so insignificant as to preclude a visible illumination.
Also
Shields are non-ablative, but the systems that generate them can be damaged or the power supply to those systems can be disrupted, despite the use of an integrated power system (which allows the re-routing of power from one system, e.g. weapons, to another, e.g. shields).
Shields may also simply be overwhelmed at a particular moment (see 2. No Illumination).
23rd Century starships appear to have four basic shield arcs, which I presume form a sphere when combined (possible overlapping at the margins of the arcs): Forward, port, starboard, and aft. These can be independently reinforced and reduced, as well as individually damaged, i.e. they are produced by separate emitters/generators.
There appear to be two general types of faster-than-light propulsion, which are determined by power source:
1. Warp
Driven by matter-antimatter reactions (or, possibly, by artificial singularity). Warp-powered starships are much faster than those driven by impulse (from key examples, I estimate that a warp factor represents c*x^5, where x is the factor number). This term also appears to be a catch-all for all drives that operate on a space-warp principle.
2. Impulse
Driven by nuclear fusion. Impulse-powered starships are capable of both faster-than-light and sublight travel via space-warp (or apparent space-warp, as some recent physics suggests). Impuse power can be routed through warp coils, allowing faster-than-light travel (much slower than typical warp), or through impulse coils to impart sublight propulsion. An impulse coil propels a ship partly via inertial dampening - essentially by reducing the subspace "drag" which is generally apparent as inertia; it makes possible the command "full stop". (I think this may have been discussed here recently.)
Driven by matter-antimatter reactions (or, possibly, by artificial singularity). Warp-powered starships are much faster than those driven by impulse (from key examples, I estimate that a warp factor represents c*x^5, where x is the factor number). This term also appears to be a catch-all for all drives that operate on a space-warp principle.
2. Impulse
Driven by nuclear fusion. Impulse-powered starships are capable of both faster-than-light and sublight travel via space-warp (or apparent space-warp, as some recent physics suggests). Impuse power can be routed through warp coils, allowing faster-than-light travel (much slower than typical warp), or through impulse coils to impart sublight propulsion. An impulse coil propels a ship partly via inertial dampening - essentially by reducing the subspace "drag" which is generally apparent as inertia; it makes possible the command "full stop". (I think this may have been discussed here recently.)