Timo said:
As for warp in a solar system, the idea probably made sense, but by the time they decided that the "rule" had been broken so consistently it didn't matter. But what the heck, the no-combat-at-warp rule was retroactively effective.
I thought it went the exact opposite way, in both cases?
That is, the heroes in TOS always warped within star systems, and the relative lack of such instances in TNG confused people a bit, so that by DS9, even some writers thought warping close to a star might be a bad idea. And the heroes in TOS, TNG, DS9, VOY and ENT all fought at warp, but the more often, the later the spinoff...
I always assumed that when a ships course was plotted for a specific destination at warp speed that the ships computer would automatically drop the ship out of warp at the right time.
It sounds like a pretty big decision, dropping out of warp. Yes, probably the entire journey is automated. But just as probably, the Captain always tells his officers to override the automation as a matter of routine, because in the one instance where the arrival is
not routine, it probably ends up being fatal unless everybody is awake and alert.
Timo Saloniemi
It was VERY common... virtually every episode... for the command to be given to warp out of orbit. But this was typically at "Warp Factor One," "Warp Factor Two," or (if they were in a hurry) "Warp Factor Three."
In other words, they'd be going pretty slow while in-system.
A great way to get a FEEL for this is to play with the free astronomy program, Celestia. I'm a HUGE fan of Celestia...
(You can get it here:
Celestia Home Page
Go into Celestia and use the navigation features to set speeds. You'll want to have an idea of approximately how fast each "warp factor" is. Then, actually manuever your "starship" from a distant star... say Vega... to close Earth orbit.
There's no better way to get a real feel for the speeds (and the TIMES) we're talking about here.
Typically, when approaching the solar system (ie, when I can start to see the rendered orbit paths), I'll slow down to about 75c (that's about WF 4.2). I can then watch, slowly, as I approach.
I typically approach from above the plane of the system. Remember, don't think 2-dimensionally!
As soon as I see the moon's orbit, I decrease speed very quickly, down to between 27c and 8c (that range makes up what we call "WF2"). It then takes a pretty long time to see the Earth as a marble-sized sphere. I've been decelerating slowing the whole time, so by the time I can make out the moon as something besides a dot, I've slowed to below 8c (ie, I'm at "WF1"). As I approach the same distance as the moon's orbit from Earth, I drop to sublight.
Try it... really. This is something I WISH every Trek writer had to do. Just to get a sense of how what they're writing about would really work.
(Oh, and there are lots of Celestia Add-ons... some of which aren't actually factually-based, but rather fictionally-based. For instance, there's a planetary system around 40 Eridanae which you can download and install... though we have no REAL reason to believe such a system exists... and that system contains the planet Vulcan.

)
EDIT:
One additional note... I found this just a moment ago... a rather neat plug-in for Celestia (a script, actually) that gives you TNG-style warp-factor control directly!
http://www.sfe.sitesled.com/sfe/warpdrive.html
Also, I mentioned "Epsilon Eridanae" before... that's where Babylon 5 can be found (if you install it). I corrected the above to correctly real "40 Eridanae" which is the fictional location of Vulcan.