I figured in TOS, both phasers and photon torpedoes have a range of ~100,000 km (~1/3 light second). Battles between ships are in the tens of thousands of kilometers, so, I think merging warp bubbles are not the answer.
We also see both phaser and torpedo shots take more than one or two seconds from shooting to hitting the target, so, maybe something else is afoot (or maybe this is only dramatic license) such that the speed of these weapons is less than 1/2 the speed of light. I feel combat consists of using your sensors and targeting computer to intercept the target (whether moving sublight or warp speeds), basically, you try to simply put the weapon effect in front of the target betting on that ship (and its command crew if they are in the loop) not being able to react fast enough to dodge the blast and runs into it.
I ginned up this graphic to put a sense of distances involved:
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I stick with the TNG Technical Manual, and they say that the Phasers are:One assumes a light-second range is plausible due to limited reaction times and chances of evasion within a second for a lightspeed or better weapon. I am unsure if a phaser could maintain cohesion for upwards of 14 light-days (~0.04 light years) distance.
The maximum effective tactical range of ship's phasers is 300,000 kilometers.
During the TNG era, any phaser battles at warp, they have been in spitting distance with each other usually.I've considered photon torpedoes viable at warp speed due to their 'sustainer' engines.
Phasers, less so, and it annoys me when I see them fired at warp, though I'll allow for merging warp bubbles first.
One assumes a light-second range is plausible due to limited reaction times and chances of evasion within a second for a lightspeed or better weapon. I am unsure if a phaser could maintain cohesion for upwards of 14 light-days (~0.04 light years) distance.
If you include TMP, torpedoes those can range up to 40 AU (or 1 AU if it is the Director's Edition) for a very large target not dodging at warp.
You can't use visual effects to estimate distances in-universe, the dialog makes it clear that the exterior shots are figurative. Plus, the logic, except for NEM, battles at warp speed typically had the pursuer knock the pursuer out of warp, then come out later without having overtaken them.During the TNG era, any phaser battles at warp, they have been in spitting distance with each other usually.
Very much WVR (Within Visual Range) combat.
Like when the Prometheus-class is being stolen by the Romulans, the phaser fight was so close, that you could chuck a baseball in a EV suit and reasonably expect to hit the broad side of the targeted ship.
That's news to me, I treat VFX Canon as equivalent to Lore Canon.You can't use visual effects to estimate distances in-universe, the dialog makes it clear that the exterior shots are figurative.
Knocking them out of Warp traps them in that local area, plus you can use Torpedoes & Beam Weaponry to their full potential.Plus, the logic, except for NEM, battles at warp speed typically had the pursuer knock the pursuer out of warp, then come out later without having overtaken them.
That's news to me, I treat VFX Canon as equivalent to Lore Canon.
That's not the part that I take issue with, it's that, if the following ship drops out of warp five seconds after the damaged ship does, it'll still be behind them instead of having overtaken them by hundreds of thousands or millions of kilometers (again, except for NEM, where they show the Scimitar passed the Enterprise and had to turn back around once it dropped to sublight).Knocking them out of Warp traps them in that local area, plus you can use Torpedoes & Beam Weaponry to their full potential.
It's almost always advantageous to have a STL battle instead of a running FTL battle.
Short of "Direct Contradictions", I treat most VFX as Visual Canon unless there is a quoted contradiction.There have been too many times when we've heard "the enemy ship is ten thousand kilometers away" and cut to the exterior when they're five or six ship-lengths apart.
If the pilot of the chasing vessel was paying attention, they would be following the vessel at speed and be keeping pace with the vessel, ahead of the Captain's orders.That's not the part that I take issue with, it's that, if the following ship drops out of warp five seconds after the damaged ship does, it'll still be behind them instead of having overtaken them by hundreds of thousands or millions of kilometers (again, except for NEM, where they show the Scimitar passed the Enterprise and had to turn back around once it dropped to sublight).
That's news to me, I treat VFX Canon as equivalent to Lore Canon.
Yes, in "Elaan of Troyius" we see a Klingon Battlecruiser (warp) successfully hit a much slower, but maneuvering, Enterprise (impulse) with disruptors.Could a ship firing at warp hit a subwarp, almost stationary target? Maybe. If the target was big enough and stationary enough. Still a tough fire control problem requiring FTL sensors to even contemplate.
Warp Fields generally should all follow similar principles of operation, regardless of Warp Engine types.Ideally, phasers should be pretty useless at warp and photon/quantum torpedoes would be the only viable FTL weapon, IMO. But because they just had to have phasers behave at warp the same way they do at sublight, we have to assume that a ship's warp field is as conveniently big as the plot of a story requires it to be in order for phasers to hit an enemy vessel in another conveniently compatible warp field.
While they may function the same, I don't they are exactly the same, especially if they are from different civilizations.Warp Fields generally should all follow similar principles of operation, regardless of Warp Engine types.
That's kind of what I meant. The warp fields have to somehow merge together in order for a phaser beam to pass unaffected between ships. If they're not merged, a phaser beam has to leave one warp field, enter sublight, and then enter the other ship's moving warp field, all without losing any energy in the process. From FTL to STL and then back to FTL again.We've seen merging of Warp Fields in ST: ENT, you have to get pretty damn close to merge Warp Fields, that causes shaking throughout the vessel.
The fundamental principles should be similar enough that you can merge warp fields with Warp Drives between nearly any civilizations or get close to each other.While they may function the same, I don't they are exactly the same, especially if they are from different civilizations.
The thing I've seen is that the Warp Field isn't a binary On/Off, there's a gradual change to the intensity of the Warp Field, ergo we're able to see the USS Prometheus running battle at Warp Speeds when ships are close enough. Given how wide I've shown warp fields to spread apart from the ship, you can see ships easily have warp fields touching w/o merging of the Warp Bubbles.That's kind of what I meant. The warp fields have to somehow merge together in order for a phaser beam to pass unaffected between ships. If they're not merged, a phaser beam has to leave one warp field, enter sublight, and then enter the other ship's moving warp field, all without losing any energy in the process. From FTL to STL and then back to FTL again.
That's your take on it, and that's totally fine. I myself think it's a lot more complicated than that and involves a bit of handwaving to make it plausible, but I'm not going to argue it.The fundamental principles should be similar enough that you can merge warp fields with Warp Drives between nearly any civilizations or get close to each other.
The thing I've seen is that the Warp Field isn't a binary On/Off, there's a gradual change to the intensity of the Warp Field, ergo we're able to see the USS Prometheus running battle at Warp Speeds when ships are close enough. Given how wide I've shown warp fields to spread apart from the ship, you can see ships easily have warp fields touching w/o merging of the Warp Bubbles.
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