I do not see the problem in the Alcubierre metric being able to allow you to maneuver as you need to by changing the shape of the space-time. It is another matter as to practicality of it and its related metric solutions to GR.
As I've had to work out lately for fanfic work, the most likely reason is that determining a target's position over distances of more than, say, 1000km is just not feasible in most situations. Anything that can scan for them quickly is going to have a very wide cross section, and anything that can pinpoint their exact position will take some time to work it all out. The closer you get, the faster your sensors can work out a firing solution and the better your chances of putting all your weapons on the target.The rationale I cannot think up yet is the one that explains why there are few or no BVR engagements - ones where the attacker fires very long range weapons from a distance.
Depends on what drives them. I no longer believe photon torpedoes have any real warp capability, but quantum torpedoes are vague enough that they might. In their case, though, I would have to reimagine them as disembodied warp nacelles that get fired out of a tube and then take off at warp one or warp two to chase down a target and then intentionally crash into it.Torpedoes should be capable of this
I do not see the problem in the Alcubierre metric being able to allow you to maneuver as you need to by changing the shape of the space-time. It is another matter as to practicality of it and its related metric solutions to GR.
The rationale I cannot think up yet is the one that explains why there are few or no BVR engagements - ones where the attacker fires very long range weapons from a distance.
Torpedos, like an AMRAAM (or anything created since the Falcon missile), would be less effective the longer the range. MaxRange for an AAM is a probability curve based on the speed of the missile at launch, target speed and heading, and target reaction time and ability (turn radius, but usually acceleration). Reaction time and ability is most critical, because as range and reaction ability increases, certainty of where a target will be at time of impact (ToI) decreases.Torpedoes should be capable of this, even if phasers are more comparable to 17th century cannon, and the tactics should be useful against slow or stationary targets
We see that, because no one on the shows or movies actually sat down and pondered what tactics would be in a starship fight. It would probably be less like sailing ship combat (under most conditions) and more like hand to hand martial combat. By that, I mean it's not a smart idea to have a knock-down slug-fest at close quarters. It's hit and dodge. Fire phasers, back away, preferably at warp. It would take external circumstances to have large fleets engage for prolonged times at sublight speeds. It would be most common, at least in open space and especially during the skirmishes most commonly seen on screen, to have ships fire on each other (or one on the other) and warp away before the other ship could react, or at least before weapons impact becomes inevitable. This would, of course, be a lot more boring to watch on TV than ST:FC or DS9 style melees.We see high speed strafing runs in TOS, and an attack against a stationary target in DS9, but the weapons are fired at point blank ranges. Why? Elsewhere, we assuredly see torps and comparable probes moving at warp and crossing great distances.
We use essential cookies to make this site work, and optional cookies to enhance your experience.