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What kind of Martial Arts would StarFleet be teaching to it's Officers?

Removable power packs hadn't occurred to me, I guess since I'm used to consumer devices that get charged when not in use, but you typically don't take the battery out. Of course a weapon is a different matter, though. And undoubtedly, with the science-y techno-wizardry of the future, power packs won't get hot. ;)

Kor
They do, but they are regulated by the internal cooling system. We already have rudimentary cooling systems for Smart Phones, who's to say that 24th century phasers won't have superior cooling?

I still think everybody should've had a few Type-1 Phasers in their pockets at all times.

Especially given that there have been more than a few random kidnappings by aliens within TNG era alone.
 
Certainly one per away team member. Even if you're carrying a Type II, you might lose it. Or fire it dry, or need to put it on overload. A Type I is the perfect backup weapon.
 
Certainly one per away team member. Even if you're carrying a Type II, you might lose it. Or fire it dry, or need to put it on overload. A Type I is the perfect backup weapon.

Except in the TOS era, the Type 1 is plugged into the Type 2 anyway. So you'd technically be carrying two Type 1s.
 
The Klingon way of saying hello....:klingon:

UnfortunateUnhealthyCusimanse-size_restricted.gif
 
Well, TOS would incorporate general athletics, gymnastics, wrestling, stick fighting, Judo, Karate and Boxing as the basics, at least accord the TOS episode "Charlie X".

TNG and DS9 era would lean towards Sanda and Aikido, with the emphasis on not being as pugilistic compared to TOS era. Of course, there is Klingon martial arts, which includes bladed weapons training.

Both VOY and ENT leans towards Vulcan martial arts, which mimics non-violent aspects of Aikido.

Ultimately, imo, athletics and MMA (striking, kicking and grappling training) would be the standard, with more advanced training be reserved for security personnel (like Krav Maga, MCMAP, Sambo/Systema and other combat oriented systems). That would not preclude anyone from learning non-human martial arts, especially if you are an enthusiast.
 
By the way I've always found phasers-fights somewhat unrealistic (something that even the authors of the shows have admitted*). How is it unlikely that after the few first missed shots the bad guys don't set their phasers on "Earth-Shattering level"? I mean, how powerful hand phasers are is canonical!

The standard level 16 setting on a type 2 phaser could be used to vaporize tunnels through rock large enough to crawl through. (TNG: "Chain of Command, Part I") The level 16 wide-field setting could easily destroy half of a large building with a single shot. (TNG: "Frame of Mind")

A great example of badly choreagraphed firefight is in Gambit Part I. A phaser is practically a portable WMD, yet it was like seeing an ugly 1950s western shooting where to escape the effect of a weapon that can destroy a mountain one have just to do a ridiculous somersault behind a boulder.

To be realistic, all the bloody affair should be very short: the first who shots, wins.

(*) (From MA) Commenting on phaser firepower, Ronald D. Moore said: "The weapons are way too powerful to present them in any realistic kind of way. Given the real power of a hand phaser, we shouldn't be able to show ANY firefights on camera where the opponents are even in sight of each other, much less around the corner! It's annoying, but just one of those things that we tend to slide by in order to concentrate on telling a dramatic and interesting story."
 
By the way I've always found phasers-fights somewhat unrealistic (something that even the authors of the shows have admitted*). How is it unlikely that after the few first missed shots the bad guys don't set their phasers on "Earth-Shattering level"? I mean, how powerful hand phasers are is canonical!

Well, presumably the higher settings drain the power faster, so there's something to be said for not going higher than you have to. And in some contexts, you might not want to damage the building or landscape unnecessarily. Though that doesn't help with the "Gambit" scene you mentioned, which I always found kind of ridiculous, with the phaser beams not even scorching the rocks.

But yeah, it's the perennial need of action storytelling to prolong the action. Theoretically, a photon torpedo is more powerful than a nuclear bomb, but in many space battle scenes, torpedoes are only about as damaging as cannonballs in a pirate movie. And then there's the question I constantly have watching Ultraman -- if an Ultra warrior has a beam that can blow the monster up in one shot, or a blade weapon so sharp it can effortlessly slice a monster in two, then why spend three minutes punching and kicking it before deploying the finisher?
 
Well, presumably the higher settings drain the power faster, so there's something to be said for not going higher than you have to.

Well then just bring TWO phasers with you. Or three. Or 4. I mean, they always seemed light to me. One can have a bandolera full of phasers!
And then there's the question I constantly have watching Ultraman -- if an Ultra warrior has a beam that can blow the monster up in one shot, or a blade weapon so sharp it can effortlessly slice a monster in two, then why spend three minutes punching and kicking it before deploying the finisher?

I've always rationalized why they don't use the destroy-immediately-the-enemy tactics right away: they are very powerful weapons, but easy to dodge. So the good guy must "soften" a bit the bad guy so that he can't avoid it.
 
Well then just bring TWO phasers with you. Or three. Or 4. I mean, they always seemed light to me. One can have a bandolera full of phasers!

Soldiers in real-life combat bring replacement ammo, but I gather they're still trained not to use it wastefully, since you can't predict how long a firefight might last.


I've always rationalized why they don't use the destroy-immediately-the-enemy tactics right away: they are very powerful weapons, but easy to dodge. So the good guy must "soften" a bit the bad guy so that he can't avoid it.

Sure, in theory the idea is to wear them down first, or to give the hero time to concentrate and summon the energy for the finisher move. But the fight choreography often fails to reflect that. The monster just keeps fighting at full strength throughout the fight, then stands perfectly still for the final strike. Which is particularly annoying in Super Sentai/Power Rangers where the team goes through this whole lengthy stock-footage process of summoning and assembling the team cannon, and the monster just obligingly stands there and waits to be blown up.
 
The phaser fight I remember most is the one on "Enterprise", where the Naussicans were attacking that freighter. A whole bunch of them were standing in a cluster, just blasting the crap out of everything, and I remember thinking that one WWI-era hand grenade would have taken them all out.
 
By the way I've always found phasers-fights somewhat unrealistic (something that even the authors of the shows have admitted*). How is it unlikely that after the few first missed shots the bad guys don't set their phasers on "Earth-Shattering level"? I mean, how powerful hand phasers are is canonical!
If you have "Earth-Shattering levels" of fire power, you usually don't want to collapse the building on top of yourself if you're in a fire fight in-doors. Or if you're outdoors, you don't want something with the blast radius of a 2,000 lb JDAM to explode near you given how close most Star Trek Fire Fights are. You'd literally get caught in your own blast and that would be counter productive.

Also, you don't want to burn through all your energy for your ammo unnecessarily and try to not damage the surroundings / facilities / vessel that you're in.

So that's why you turn down the power on Phasers and make sure they don't get turned onto "Earth-Shattering levels" that would bring the house down.

You also don't want to run out of ammo in a Fire Fight, so you learn to turn down the power settings to conserve ammo.
 
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