-
10-07-09, 11:50 AM #17041
It was some sort of device that chanegd the frequency IN BETWEEN shots (btw, I bold to exxagerate something, not to insult) what my idea is that the phaser beam will change frequencies thousands of times when it is fired, because evntually with thousands of chnages it will hit the right frequency and bypass the shield.
-
10-07-09, 12:16 PM #17042
-
10-07-09, 12:27 PM #17043
Is there some description of how these work? Cuzz I can imagine with a phaser, they can adjust settings to affect different molecular structures, so they can heat things with it, or cut through it, and I don't think the configurations are limited to the standard presets, kinda like tricorders standard sensors can be temporarily adjusted to detect other materials or anomalies. (I don't mean in the field, I mean at a science station before going into battle.)
We as in some of us? because I would have hoped some people would choose not to argue things that didn't have a better source of data other than some effect that may or may not be supportive for or against. There's just too much stuff that was invented to look cool rather than be ammunition for an argument.
Oh yeah, damage caused a blind spot... was that a hole in the shields AND sensors?
Yeah but consider if there was something that wasn't suitable for transport... something unstable, or that needed to be contained. If you could get start dematerializing something that causes an explosion, I'd do it. LOLLast edited by alpinedigital; 10-07-09 at 02:24 PM.
-
10-07-09, 05:35 PM #17044
aye it is similar but more randomised than the rotating frequencies. have you ever played the "Brith of the Federation" turn based strategy game? there was a tech there called "micro-pulsing" or something like that, that improved the phaser performance on the fed vessels. i think it proposed something similar in order to bypass/oveload enemy shielding.
the only down side to this "pulsing phaser" would be that the amplitude of the beam might not always corespond to the vulnerable frequency of the enemy and that the short window of oportunity would result with only a portion of the energy delivered to the target (which is still more then if was blocked by a shield).
-
10-07-09, 06:00 PM #17045
1.yes it is both clear and canon that phasers can do many different things based on their setting (that does not always include gradual increse of damage to a target). we are trying to explain the mechanism behind the "highest" setting, that is the "vaporise" level. from what we see on screen (in ship mounted examples), a relatively short burst of phaser energy is enough to disrupt/desintegrate large amounts of material (often far more then expected, when taken into account that there is no blast) as far as rocks or living tissue is at stake. but then again when fired against the high density armor of the ship's hull it takes much longer bursts to cause far less damage even on unshielded targets. also in hand phaser examples entire living organisms and piles of rock are often "vaporised" at higher settings (even few cubic meters per burst) while the most we've seen from hitting a wall protecting some conduits is a hole no bigger then 50cm in diameter. this leads us to belive that higher density materials provide better protection against the nadion effect. and there is in the end the "neutronium example". pure neutronium is practicaly compleatly resistant to phaser fire (and is used even by the alpha quadrant powers to impregnate materials used in personal armour) and incidently this "material" is the very epithome of dense substance, being in essence a bundle of nucleons (neutrons) kept apart only by the week nuclear force. if it has not been for this, the ship's hull resistance to phasers could be explained by SIF fields alone. even carbon-neutronium (a compound used in the dyson sphere) would make phaser cutting a futile attempt (leading me to believe that the more articulated the phaser beam is the more limited the nadion effect is and this somewhat explains why feds use phasers and not disruptors; the later being less configurable and prone to lots of colateral damage).
2.many of us here, especially of you look in the early 200 pages or up to 300+ there was much documentation used, making the claims hard to ignore.
3.the standard interpretation is that the ship was overwealmed by the incomming asteroids as they spent too much time there, so they just could not fire in time even if they tracked the trajectory of the incomming asteroid. some proclaim that the energy sourses were stretched thin and some claim sensors being jammed by the asteroid clutter. i say, judging by the slow moving gun platforms in EpIV and III and the reloading mechanism for the HTLs in EpIII there is no room for the energy argument. HTLs are not directly fed through the energy distribution of the ship but use some sort of packs/shells which are inserted into the "cannon" and then fired. this gives them a rather slow reload time. add the slow targeting mech and there is no doubt you'd miss a rapidly closing object. the smaller bateries might have higher ratios of fire up to 1 shot per second or 1 in 2 seconds but these do not seam to be all that powerful and their platorms are still slow.
4.then why not beam a mine or granade next to it. or inside of it. it would be both creative and canon (done on screen).
-
10-07-09, 07:24 PM #17046Minister of Technology
- Posts
- 4,149
oh easy,
First: Transporters would make great artillery. Beam in a explosive material or massive rock above the enemy. Of course set the transporters for the least resolution as it just needs to gets the molecules right. This would also lessen the effect of ECM interference.
Second: Transporters used with pattern boosters to make rapid retreats possible. Make it a war of attrition.
Third: Transporters used on wide dispersal with any number of materials to create smoke, fog, or even chemical weapon banks of clouds.
-
10-07-09, 07:27 PM #17047Minister of Technology
- Posts
- 4,149
Well he had been being chased for several minutes by the Avenger. In fact from the way they talk it had been almost ten or so. More than enough time for Han to find out what he did. Of course considering her was a Imperial First Lieutenant he probably knew of a weak spot in the sensor grid and also knew that the Avenger was putting all power to front deflectors.
-
10-07-09, 07:29 PM #17048Minister of Technology
- Posts
- 4,149
-
10-07-09, 07:34 PM #17049Minister of Technology
- Posts
- 4,149
-
10-07-09, 07:37 PM #17050Minister of Technology
- Posts
- 4,149
-
10-07-09, 07:40 PM #17051Minister of Technology
- Posts
- 4,149
-
10-07-09, 07:47 PM #17052Minister of Technology
- Posts
- 4,149
Well on that score I go with the how fast things went south.
If you remeber when the Invisible Hand lost stabilizers and was headed for corusant? It took some time for bridge to get it under controll.
Now with the bridge impact the controls got shorted and sent the SSD careening towards the Death Star. Auxiliary Control just didn;t have the time t save themselves.
-
10-07-09, 08:18 PM #17053Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:21 PM #17054Purveyor of Truth and Fact
- Posts
- 5,046
* Star Trek: The Next Generation Technical Manual indicates that the impulse engines are nuclear fusion engines whereas the plasma from the fusion reactor powers a massive magnetic coil to propel the ship. It is a form of magnetoplasmadynamic thruster. This is used in conjunction with the ship's warp drive's alteration of the ships relativistic mass, to achieve mid-to-high sub-light speeds. Thrusters, on the other hand, are closer to the designs of a high-efficiency reactant propellant (i.e. a sophisticated rocket engine) and are usually used for high-precision maneuvers. Ion propulsion drives are explicitly detailed to be used in Star Trek by Dominion and Iconian Starships and facilities.
* Since a ship traveling at impulse velocities (slower than, but approaching, the speed of light) is still traveling in the normal space-time continuum, concerns of time dilation apply, so high relativistic speeds are avoided unless absolutely necessary; impulse power is therefore customarily limited to a maximum of ¼ lightspeed
In one episode they state that because of time dilation effects, ships normally travel at about 1/2-2/3 impulse at most. Also, impulse speed has nothing to do with ship size - remember, no real resistance in space, so you could accelerate to a max of the maximum speed of the partical expulsion from the engines reaction (think our modern day Ion drive theories). Some ships, like the Ent-E, have oversized impulse drives that allow greater acceleration and speeds (because they can maneuver at higher speeds)
Ships also can use their warp field to reduce their mass, enabling higher speeds. This is typically done over 3/4 impulse as it also helps reduce the effects of time dilation.
-
10-07-09, 08:22 PM #17055Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:28 PM #17056Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:28 PM #17057Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:29 PM #17058Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:31 PM #17059Purveyor of Truth and Fact
- Posts
- 5,046
-
10-07-09, 08:32 PM #17060Purveyor of Truth and Fact
- Posts
- 5,046
Yes, they interfere with super sensitive, delicate readings (like trying to determine the adrenal level of a humanoid at 300 yards)
All you would need is to know that there is indeed an enemy there, beam that area of space up, wipe the pattern buffer, rinse repeat ad infint
Similar Threads
-
By Fettman in forum SciFi & FantasyLast Post: 10-18-11, 02:02 PMReplies: 33
-
By USS Athens in forum SciFi & FantasyLast Post: 03-16-10, 04:47 PMReplies: 291
-
By superstring01 in forum SciFi & FantasyLast Post: 03-11-10, 01:57 PMReplies: 60
-
By Orleander in forum SciFi & FantasyLast Post: 07-11-09, 08:33 PMReplies: 27
-
By Asguard in forum Computer Science & CultureLast Post: 09-13-08, 02:15 AMReplies: 0


Reply With Quote


Bookmarks