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Star Wars vs Star Trek vs Battle Tech Space Battles


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Poll: Who is the Ultimate Winner? (700 member(s) have cast votes)

Who will come out on top?

  1. Star Wars (154 votes [22.00%])

    Percentage of vote: 22.00%

  2. Star Trek (118 votes [16.86%])

    Percentage of vote: 16.86%

  3. Star Craft (9 votes [1.29%])

    Percentage of vote: 1.29%

  4. Battle Star Galactica (26 votes [3.71%])

    Percentage of vote: 3.71%

  5. Battle Tech (85 votes [12.14%])

    Percentage of vote: 12.14%

  6. Macross (32 votes [4.57%])

    Percentage of vote: 4.57%

  7. Gundam (24 votes [3.43%])

    Percentage of vote: 3.43%

  8. WarHammer40k (152 votes [21.71%])

    Percentage of vote: 21.71%

  9. Star Gate (12 votes [1.71%])

    Percentage of vote: 1.71%

  10. EveOnline (53 votes [7.57%])

    Percentage of vote: 7.57%

  11. Battleship Yamato (10 votes [1.43%])

    Percentage of vote: 1.43%

  12. Legend of Galactic Heros (7 votes [1.00%])

    Percentage of vote: 1.00%

  13. Halo (18 votes [2.57%])

    Percentage of vote: 2.57%

Convert to Best space ship space battles or keep current format? Choices submissions Extended to 2/11/12

  1. Convert to only space ship naval battles, ignoring civ other traits. (116 votes [25.05%])

    Percentage of vote: 25.05%

  2. Keep current format, full universe as deciding factor. (347 votes [74.95%])

    Percentage of vote: 74.95%

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#61 Alizabeth Aijou

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Posted 03 December 2011 - 06:30 PM

Quote

Planets cannot break apart under their own gravity. Gravity is the very thing that holds them together. The only way you're going to have gravity ripping anything apart is in areas of high gravitational sheer, where the force of gravity differs by huge margins in a very small space, like around a black hole.

And if you shatter the tectonic plates so utterly and completely that they're barely more than gravel?

Quote

The Dominion Dreadnought is ~4.5km long. A Borg Cube is 3km long, and wide and tall. An Imperial Super Star Destroyer is 18-something kilometers long, and a Covenant CSO-class super carrier is just shy of 29 kilometers long. Of the fictional universes listed here, 40K has midling-sized ships.

And that hive ship the Imperial one is next to?
If that small dot is 4km, how big is the ship shown in full detail?
400km? 800km?

Quote

They solve problems by throwing a bunch of Space Marines at it, until the problem has gone away, or they've run out of Space Marines.

No, that's what they do if their default problem solution of throwing millions of guardsmen at it doesn't solve things. And sacrificing tens of millions of guardsmen to get something done ahead of schedual can get you a medal. As demonstrated by Commander Chenkov.

Quote

The Tau Empire is pretty technologically sophisticated...

...for their short existance, yes.
It doesn't say that they're actually that technologically advanced.
What's being said is that they've advanced far faster than we humans have.
3000 years ago, the Tau were living in stone huts and were fighting with sticks&stones, now they've got warp-skimming ships and are fighting with relatively advanced weapons.

Quote

Trek phasers against 40K ships would cut through them like a hot knife through butter, and gut them internally, like the Romulan Warbird that took the opening shots of the First Battle of Chin'Toka.

I'm not conviced, 40k Ships typically got shields. Void shields, iirc.

#62 Catamount

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Posted 03 December 2011 - 07:03 PM

View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

3000 years ago, the Tau were living in stone huts and were fighting with sticks&stones, now they've got warp-skimming ships and are fighting with relatively advanced weapons.


Relatively advanced for 40k, perhaps, but that's not saying much.

Quote



I'm not conviced, 40k Ships typically got shields. Void shields, iirc.


You mean shields that are designed to defend against 40k weaponry?

It doesn't matter what you call the shields, they're still limited by the comparatively primitive power sources available to the Imperium, and if Imperium weaponry are even remotely capable of penetrating Imperium shielding, then that puts these "shields" orders of magnitude below what would be necessary to deflect Trek weaponry.


Edit: or weaponry from any franchise with actual technology to work with (meaning not vehicles with internal combustion engines, like Sentinels, shotguns, and 20th century style flame throwers).

Edited by Catamount, 03 December 2011 - 07:11 PM.


#63 Catamount

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Posted 03 December 2011 - 07:47 PM

Just to put weapon disparities into perspective here between Trek and 40k, a Leman Russ tank's lascannon is stated to be in the "triple digit megajoule" range. The way it's stated, it doesn't sound like it's in the high triple digits, because usually when you make it out to be a big deal that you're even achieving triple digit numbers, it's notable, so you're not blowing past it.


But even if my interpretation of the statement is wrong, and it was, say, 500MJ, consider the following about a hand phaser:

It takes 2.7MJ of energy to vaporize 1kg of water, or 1 liter of water, at 37C, of which the average human male has 40 liters. That means that just to vaporize the water in a human being, a hand phaser needs to put out the energetic equivalent of 108 megajoules, not even counting vaporizing the rest (so figure, what, 150-200?). Not I said equivalent, because there's the disruption effects that account for a lot of that; it's not a purely DET weapon. Nevertheless, that's the range of its effective yield. That means that a Federation hand phaser can put out shots comparable to the tank mounted lascannon on the Leman Russ, at least at their maximum setting. Admittedly, such shots probably quickly drain the weapon, and there might be recharge times when firing shots that powerful, but regardless, that's an absurd technological disparity.


Of course, it's a miracle the Lehman Russ can even fire its lascannon at those energies, given that it's powered by an internal combustion engine. If the tank's engine has even quadruple the power output of an M1 Abrams, and I think that's being generous, if the weapon fired at a mere 112 megajoules, it would take that engine's full energy output to fire such a shot every 25 seconds (the Abrams can put out 1.12MW). If it's firing more frequently than that, then its probably outputting far less energy. I don't know what sort of fuel these tanks burn (in terms of energy output), or how big the engines are, but there's going to be serious upper limits on both, especially when it's stated the the fuel is replaceable by almost anything flammable (so this isn't requiring some kind of super-special ten-times-gasoline type fuel in terms of energy).

So these tanks' lascannons would require a substantial recharge just to match a hand phaser's highest outputs.

Edited by Catamount, 03 December 2011 - 07:49 PM.


#64 Ilithi Dragon

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Posted 03 December 2011 - 07:49 PM

View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

And if you shatter the tectonic plates so utterly and completely that they're barely more than gravel?


Well, given that the average thickness of the crust of a planet more or less like Earth is going to be between 5 and 60 kilometers thick (varying by location, thinner under oceans, thicker under continents), where as the planet itself is going to be some 12,000 kilometers in diameter, shattering the crust is hardly going to break the planet apart. It's basically the same as taking an apple and shredding the skin without penetrating into the meat of the apple.

To get a planet to break apart, you need to input enough energy into the planet, either through Direct Energy Transfer (DET) weapons or chain-reaction-inducing weapons, to lift a good portion of its mass out of its own gravity well. The amount of energy required to do that is massive, and simply bombarding a planet until the planet's crust has been shattered (and the surface mostly turned into molten slag, since the energy to shatter the crust across the entire planet would have the byproduct of superheating and melting most of the surface) won't even come anywhere close to putting in enough energy to do that.


View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

And that hive ship the Imperial one is next to?
If that small dot is 4km, how big is the ship shown in full detail?
400km? 800km?


Part of the V'Ger vessel was an energy field that extended for eighty-two AUs around it.

But, as I mentioned before, size isn't the sole deciding factor, or even the most important factor. If 40K tech can't compete, the size of their ships doesn't mean nearly so much. Sure, a super-sized uber ship a few hundred km long is going to be able to do a number, low tech or no, but how many do they have of those? And they're still going to be limited by the tech limitations of other 40K ships. Trek ships would be able to engage them at range in FTL with impunity.



View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

No, that's what they do if their default problem solution of throwing millions of guardsmen at it doesn't solve things. And sacrificing tens of millions of guardsmen to get something done ahead of schedual can get you a medal. As demonstrated by Commander Chenkov.


So their grand strategy is a little more simple than "Throw Space Marines at it." It's "Throw worthless cannon-fodder conscripts at the problem until it goes away or they run out of conscripts, and then scrounge up some guys with bigger guns and throw them at it until the problem goes away or they run out of guys with bigger guns."

Yeah, that's still not any more impressive, really. I mean, Battle of Stalingrad jokes aside, that is a ****-poor method of waging war. The Imperium of Man might have billions of troops in its Imperial Guard, but if they're mostly attrition-warfare cannon fodder, their numbers mean a lot less. ESPECIALLY with the combat tech available to Starfleet. Throw millions of troops equipped as poorly as the Imperial Guard at Starfleet, and they'll get vaporized in the millions.


View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

...for their short existance, yes.
It doesn't say that they're actually that technologically advanced.
What's being said is that they've advanced far faster than we humans have.
3000 years ago, the Tau were living in stone huts and were fighting with sticks&stones, now they've got warp-skimming ships and are fighting with relatively advanced weapons.


True, but they are still regarded as a fairly technologically sophisticated race. They're playing catch-up in a lot of ways, but they don't appear to be THAT far behind the Imperium of Man in most respects, and more importantly, their high levels of tech appear to be MUCH more wide-spread and in common usage, from what I understand of them.


View PostAlizabeth Aijou, on 03 December 2011 - 06:30 PM, said:

I'm not conviced, 40k Ships typically got shields. Void shields, iirc.


True, shields would help, but only so much. The nuclear strong and weak forces are the strongest nuclear forces. They're similar to gravity and electromagnetism, but many orders of magnitude stronger. Phasers can disrupt those forces with ease. There's a good chance they'll have similar disrupting effects on any other force used to create a shield.

#65 Ilithi Dragon

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Posted 03 December 2011 - 08:56 PM

Yeah, the more and more I look into Warhammer 40K, the more and more I am convinced that the Federation would wipe the floor with the Imperium of Man, and just about anyone else in the 40K universe. Main Battle Tanks powered by internal combustion engines, built around design doctrines of the early 20th Century Inter-War Period, equipped with weapons that are nearly matched by the Federation equivalent of a handgun. Hell, even Battletech has superior ground tech. A properly-equipped Federation ground force would wipe the floor with the Imperium. An improperly-equipped Federation ground force would wipe the floor with the Imperium. And that's just infantry!

And not only am I more and more convinced that 40K would get curb-stomped by the Federation (they do have a numbers advantage, but not nearly enough to make up for their horrendous technological disadvantages, and their horrendous strategic and tactical leadership, and the nature of their FTL tech and the dispersion of the Imperium of Man inhibits their ability to bring their full numerical weight to bear), but the more I look into 40K, the more I'm convinced that we should cheer the Federation on to do it. Stars above, the Imperium of Man is horrendously evil.

#66 Vincent Vascaul

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Posted 04 December 2011 - 12:49 PM

Yes, yes they are. I love this thread Btw

#67 CoffiNail

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Posted 04 December 2011 - 01:06 PM

My pick is the SLDF before the Amaris coup. Before General Keresnky had to waste so many lives retakin the Terran Hegemony and Terra itself... before then. DAMN that fleet would be deadly!

#68 Alizabeth Aijou

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Posted 04 December 2011 - 02:41 PM

View PostCatamount, on 03 December 2011 - 07:03 PM, said:


Relatively advanced for 40k, perhaps, but that's not saying much.


You mean shields that are designed to defend against 40k weaponry?

It doesn't matter what you call the shields, they're still limited by the comparatively primitive power sources available to the Imperium, and if Imperium weaponry are even remotely capable of penetrating Imperium shielding, then that puts these "shields" orders of magnitude below what would be necessary to deflect Trek weaponry.


Edit: or weaponry from any franchise with actual technology to work with (meaning not vehicles with internal combustion engines, like Sentinels, shotguns, and 20th century style flame throwers).

Void Shields should protect against pretty much all projectile weapons, afaik.
They supposedly teleport the projectile into the warp, where it is mostly harmless.

#69 Ilithi Dragon

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Posted 04 December 2011 - 02:48 PM

View PostAlizabeth Aijou, on 04 December 2011 - 02:41 PM, said:

Void Shields should protect against pretty much all projectile weapons, afaik.
They supposedly teleport the projectile into the warp, where it is mostly harmless.


The thing is that phasers are not projectile weapons, they're a cross between particle weapons and lasers, that use exotic particles that create an effect that disrupts nuclear forces. Phasers are as likely to disrupt and scramble void shields as they are to be deflected by them.

#70 Colonel Bogey

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Posted 04 December 2011 - 02:55 PM

After watching most of these shows I feel unfortunately I had to vote for the Gundam universe in general. They have so many weapons and defensive counters that they could steam roll most of the other universes. They have single units that are effective in land, sea, aerial, and outer space combat as well as show ending weapons of most of the seasons that put the Death Star to shame. The only reason halo would win is if they used the rings. Then everyone loses.

#71 Nebfer

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Posted 04 December 2011 - 04:10 PM

View PostCoffiNail, on 04 December 2011 - 01:06 PM, said:

My pick is the SLDF before the Amaris coup. Before General Keresnky had to waste so many lives retakin the Terran Hegemony and Terra itself... before then. DAMN that fleet would be deadly!

Not really, it can do well on some of the listed factions but not all of them.

Battletech
Acceleration: .5 to 12Gs, large ships are often under 5Gs
Firepower: single to triple digit kilotons (single is more representative though)
Defenses: Armor that can take .5kt to remove a single point (it's ~1mm think as well)
FTL Speed: Roughly 1,200 to 3,000x C (C= speed of light)
Combat Ranges: up to 900km is typical
Size: at height some 3,000 worlds, with around 3 to 5,000 warships in the SLDF (member stars could probably add another 2,000 or so)
Notes: No energy shields, or Gravity Generation. An interesting note B-tech seems to be able to generate more energy from fusion than should be possible (uses 39.5t of hydrogen per day at 1G for any ship above 500,000 (or so) tons).

Star Trek (Federation)
Acceleration: Unknown but over 100Gs is likely
Firepower: high kiloton to megatons is typical
Defenses: Energy shields capable of withstanding a few shots of their weapons
FTL Speed: locally around 10,000x C or so, however long term speeds seem to average out to about 1,000x C (Voyager premiss, also mentioned in DS9)
Combat ranges: often around a few hundred km, but can fire out to a few hundred thousand km
Size: A few hundred member worlds with about a thousand colony's, Fleet unknown but thousands is commonly accepted
Notes: can generate gravity

Star Wars:
Acceleration: Unknown but over 100Gs is likely (Rebel fighters traversed about a few hundred thousand km in a few min at Yavin)
Firepower: high kiloton to megatons is typical (Most accepted calculations out side the ICS)
Defenses: Energy shields capable of withstanding a few shots of their weapons
FTL Speed: can cross their own Galaxy in a day or two (i.e. over 1,000,000x C, but can be slower in areas that are less well mapped out)
Combat ranges: Hundreds to a few thousand km (with some hints at longer ranges)
Size: around one million member worlds with thousands of colony's, with a fleet in the millions is often accepted (theirs roughly 25,000 ISDs)
Notes: can generate gravity

Warhammer 40k (imperium of man) -From what I have read up on in debates any way
Acceleration: Unknown to me but higher than B-tech AFAIK
Firepower: High megatons is achievable
Defenses: energy shields
FTL Speed: some what random, but generally faster than trek
Combat ranges: thousands of KM
Size: hundreds of thousands of worlds if not more, same for ships
Notes: can generate gravity

Halo (UNSC)
Acceleration: unknown, one notable battlefield maneuver required gravity assist, which would be a pointless ability if one has rates above 1G, but their a number of instances indicating a few Gs at the lest.
Firepower: most consistent calculations put the UNSC at 64kt for the MAC, or less (Most games oddly enough...).
Defenses: a few meters of armor
FTL Speed: supposedly around three light years per day, but over all is a bit unknown
Combat ranges: largely unknown, but seems to be around 1,000km or so (or less).
Size: a few hounded worlds, fleet is around thousand ships or so
Notes: Seems to have gravity generation but no energy shields

Gundam (Universal century)
Acceleration: for capital ships at best 1G, but hampered by low endurance at that rate, it often takes them a day or two to travel a few hundred thousand km, "fighters" have a bit better acceleration ability's (but also low endurance).
Firepower: some what unknown, but anti armor ability's is good though.
Defenses: weak armor (considering in 0083 a single nuke (unknown yield) wiped out 2/3rds of the fed fleet in space!)
FTL Speed: Zero
Combat ranges: a few hundred km at best.
Size: a single world with orbiting colony's, fleet sizes are about 100 to 200 capital ships
Notes: can not general gravity, and has no energy shields

NBG
Acceleration: unknown but above 1G, Fighters around 7Gs
Firepower: low kilotons are often accepted calculations
Defenses: Armor and Point defenses, armor is reasonably tough though
FTL Speed: Unknown but can recharge reasonably fast
Combat ranges: around 100 or so to around 1,000 km
Size: about a dozen worlds, fleet strength about 150 warships.
Notes: seems to be able to generate gravity, but no energy shields

At this point I'm getting into areas I know very little about.


Though If we are dealing with ground warfare then battletech can do quite well.

Edited by Nebfer, 04 December 2011 - 04:12 PM.


#72 Ilithi Dragon

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Posted 04 December 2011 - 07:26 PM

View PostNebfer, on 04 December 2011 - 04:10 PM, said:

Star Trek (Federation)
Acceleration: Unknown but over 100Gs is likely
Firepower: high kiloton to megatons is typical
Defenses: Energy shields capable of withstanding a few shots of their weapons
FTL Speed: locally around 10,000x C or so, however long term speeds seem to average out to about 1,000x C (Voyager premiss, also mentioned in DS9)
Combat ranges: often around a few hundred km, but can fire out to a few hundred thousand km
Size: A few hundred member worlds with about a thousand colony's, Fleet unknown but thousands is commonly accepted
Notes: can generate gravity



To clarify some of the uncertainties:

Acceleration: Observed to be as high as ~400,000Gs on occasion (such as "The Swarm" in VOY), frequently in the thousands of Gs (refit Enterprise in TMP demonstrated bending-over-backwards-bare-minimum acceleration of 4,500Gs), for sublight. FTL is well beyond, able to accelerate to thousands of times c in a matter of seconds.

Firepower: By TNG-era, firepowers are in the low-PetaJoule to low-ExaJoule range, though most firepower falls in the mid-PetaJoule range. Photon torpedoes have yields in the hundreds of megajoules, with late-TNG upgraded warheads having theoretical maximum yields in the low ExaJoule Range (500 megatons 'theoretical maximum' = 2,092 PetaJoules), though standard yield is 64 megatons / 268 PetaJoules. Phasers and disruptors have effective yields against other Trek ships in a comparable range (less for cruisers and destroyers, and around the same to above for capital ships), but against materials not hardened to resist the NDF effect their effective yield is greatly magnified (by multiple orders of magnitude).

Defense: Ships generally have been seen engaging in prolonged engagements in one-on-one battles with comparable ships, ranging from a few minutes or more, if ships are maneuvering while engaging. Sitting still and throwing full salvos of all weapons generally causes major, if not catastrophic damage (not because the shields are drained, but because sufficient concentrated fire can briefly overwhelm them). This generally only occurs in ambushes or stand-off situations where both ships involved are lined up with each other at point-blank-range.

FTL Speed: Modern ships can sprint into ranges between ~10,000 and ~20,000c, with the fastest ships able to sprint above 20,0000c (Intrepid, Prometheus and Sovereign). Cruising speed is generally lower, a couple to a few thousand c, depending on the ship. In charted space, FTL speeds actually appear to be notably higher, with speeds of hundreds of thousands of c observed on multiple occasion. This is most likely due to 'subspace lanes' - regions and 'rivers' of subspace where energies required for higher speeds at warp is lowered. Outside of charted territory, Trek ships are restricted to 10-20,000c sprinting speed (sustainable for several hours), and 2-6,000c cruising speed (VOY's estimate of 70 years to cross 70,000 lightyears likely included lay-overs and diversions for supplies and maintenance, etc.), but in home territory they would be capable of maneuvering their forces at much higher velocities.

Combat ranges: Maximum range of phasers is in the low hundreds of thousands of kilometers, at least, and torpedoes in the millions (at least - some torpedoes have been observed to have ranges in the billions to trillions of km, though they may have been warp-assisted). Trek combat ranges typically occur at shorter ranges because even at lightspeed, phasers still take about a second to travel across their full range. With the maneuverability of Trek ships, engagement at closer ranges to reduce weapon travel time is quite common (they can fire at longer ranges, but Trek ships are maneuverable enough to be hard to hit at maximum range).

Size: The Federation has 150 'member worlds', or 150 member species, but this does not include "associate members", protectorates or colonies. We know there were at least a thousand worlds in the 2260s, per TOS "Metamorphosis", and the context of Kirk's statement strongly implied that he was referring to Humanity alone. By the TNG era, between member worlds, associate member worlds, protectorates and colonies, the Federation probably has several thousand to a few tens of thousands of worlds.

Notes: Highly refined gravity control, replicator technology (not to be underestimated when considering their industrial capacities), transporters, absolutely insane sensor capabilities, and a myriad of other snazzy techs, as well as highly-trained, highly-educated crew and officers.

#73 Strum Wealh

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Posted 04 December 2011 - 08:15 PM

To throw a(nother) spanner in the works:

pre-fall All Systems Commonwealth High Guard
A fleet of, say, 100,000 fully-crewed and fully-armed Glorious Heritage class heavy cruisers (of the pre-fall ASCHG's 500,000 ships) should do quite well against just about anything else... :)

Also, as another poster mentioned: the Whoverse!
1,000,000+ Battle TARDISes and/or one madman in a blue box with The Moment for maximum temporal pwnage! :D

#74 shintakie

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Posted 05 December 2011 - 10:55 AM

Why no love for Stargate? Even if you don't include the impossible to quantify power of the Ascended, you have other races like the Ouri, the Azgard, late tech Tau'ri and, heck...even the...umm...Gouald? However you spell it. Four incredibly advanced races that easily could be a match for the Star Trek universe. There's even special mention for the replicators who would absolutely wreck the Star Trek and Star Wars universe due to their very nature of bein immune to energy based weaponry.

#75 Nebfer

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Posted 05 December 2011 - 12:24 PM

View Postilithi dragon, on 04 December 2011 - 07:26 PM, said:

To clarify some of the uncertainties:

Acceleration: Observed to be as high as ~400,000Gs on occasion (such as "The Swarm" in VOY), frequently in the thousands of Gs (refit Enterprise in TMP demonstrated bending-over-backwards-bare-minimum acceleration of 4,500Gs), for sublight. FTL is well beyond, able to accelerate to thousands of times c in a matter of seconds.
Well FTL is well know their going to take high rate. Though their are plenty of times that contradict these examples... Theirs even an episode that mentions that to speed up their Sub light speed they could use a gravitational slingshot around a planet... For any race with a sustained acceleration of 1G or higher this is a pointless maneuver (sure we can take this as an outlier...).


Quote

Firepower: By TNG-era, firepowers are in the low-PetaJoule to low-ExaJoule range, though most firepower falls in the mid-PetaJoule range. Photon torpedoes have yields in the hundreds of megajoules, with late-TNG upgraded warheads having theoretical maximum yields in the low ExaJoule Range (500 megatons 'theoretical maximum' = 2,092 PetaJoules), though standard yield is 64 megatons / 268 PetaJoules. Phasers and disruptors have effective yields against other Trek ships in a comparable range (less for cruisers and destroyers, and around the same to above for capital ships), but against materials not hardened to resist the NDF effect their effective yield is greatly magnified (by multiple orders of magnitude).
right.... please prove "armor in other universes" will be completely useless.
You might also want to prove if this actually happens in their universe (This ability would of been useful in a number of instances but is never shown or "used", like when they need to get rid of a few asteroids).

Also interesting in the episode Inheritance "Magnesium Carbonate" (referenced as Magnesite) a can cause a feed back along a phaser beam that can threaten the ship (it's not a uncommon mineral).

Quote

Defense: Ships generally have been seen engaging in prolonged engagements in one-on-one battles with comparable ships, ranging from a few minutes or more, if ships are maneuvering while engaging. Sitting still and throwing full salvos of all weapons generally causes major, if not catastrophic damage (not because the shields are drained, but because sufficient concentrated fire can briefly overwhelm them). This generally only occurs in ambushes or stand-off situations where both ships involved are lined up with each other at point-blank-range.


Though you might want to explain on the speed of which ships tend to get take out in fleet engagements in DS9...
Of course theirs all the times where various consoles blew up when the shields are still up...

Quote


FTL Speed: Modern ships can sprint into ranges between ~10,000 and ~20,000c, with the fastest ships able to sprint above 20,0000c (Intrepid, Prometheus and Sovereign). Cruising speed is generally lower, a couple to a few thousand c, depending on the ship. In charted space, FTL speeds actually appear to be notably higher, with speeds of hundreds of thousands of c observed on multiple occasion. This is most likely due to 'subspace lanes' - regions and 'rivers' of subspace where energies required for higher speeds at warp is lowered. Outside of charted territory, Trek ships are restricted to 10-20,000c sprinting speed (sustainable for several hours), and 2-6,000c cruising speed (VOY's estimate of 70 years to cross 70,000 lightyears likely included lay-overs and diversions for supplies and maintenance, etc.), but in home territory they would be capable of maneuvering their forces at much higher velocities.
Their are times where one can calculate that their long term speeds is around 1,000x C. Sisko in fact mentions the exact same time frame for a similar distance in DS9.
Though for the maintenance and supplies, they must have to do that a lot for their FTL speed to only be 1,000x C
In Q who they (Data) estimate that it would take them ~2.6 years at maximum warp to travel 7,000 light years (~2,700x C). In bloodlines Riker indicates that warp 9 is 830x C, In Clues assuming average cruising speeds it would take them about a half a day to move a bit over a half a parsec (around 650x C).
On the other hand maximum warp in Voyager episode "Scorpion part II" is stated to travel 40 light years in 5 days (~3,000x C).

In the Best of both worlds the Borg traveling some 7,000 light years in a single year takes the Federation by surprise, as they where expecting a longer lead time. It also takes them 4 days to assemble a fleet of just under 40 ships.

And theirs a number of episodes that mention travel times are days or weeks in the federation (and in some cases months).

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Combat ranges: Maximum range of phasers is in the low hundreds of thousands of kilometers, at least, and torpedoes in the millions (at least - some torpedoes have been observed to have ranges in the billions to trillions of km, though they may have been warp-assisted). Trek combat ranges typically occur at shorter ranges because even at lightspeed, phasers still take about a second to travel across their full range. With the maneuverability of Trek ships, engagement at closer ranges to reduce weapon travel time is quite common (they can fire at longer ranges, but Trek ships are maneuverable enough to be hard to hit at maximum range).

Not really most of the combat we do see has them engaging combat largely within visual range (some times they contradict it with stated ranges, a few times they confirm it (like in Conundrums and A Call to Arms -via exterior shot of ship and a quite visible "target" then a shot in the Attacker ship and a statement of we are not in firing range), and often they do not reference the range). So while we do know they can engage targets at long range most of the time their decidedly short, particularly for fleet engagements.

Interestingly in The Wounded Data indicates Torpedoes have a max range of around 300,000km


Quote

Notes: Highly refined gravity control, replicator technology (not to be underestimated when considering their industrial capacities), transporters, absolutely insane sensor capabilities, and a myriad of other snazzy techs, as well as highly-trained, highly-educated crew and officers.

The "insane sensor" capabilities are highly inconsistent to say the lest, their are times when they directly mention if a ship is in such an orbit they can not see you. Then theirs all the times where they get ambushed, or even the time where an unspecified actinide ore interfered with their sensors (most common of thoughs is Uranium and Thorium).

#76 Alva Thule

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Posted 05 December 2011 - 12:51 PM

i also vote for 40k because of the Necrons.

It's hard to kill an Enemy with ships, that kann regenerate that fast, appear and disappear without the possibility of prediction and wield such powerful weapons

#77 RogueMae13

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Posted 05 December 2011 - 01:07 PM

Star Trek has the edge on space battles in my opinion, especially when such battles involve the Borg, like in First Contact. There were a few good choices there though, but I'm saying this here because I couldn't vote twice; Halo has the second best, in my opinion. I'm not too sure for Battletech, because I haven't seen any space warefare. Star Wars space battles are generally good too.

#78 metalwolf2900

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Posted 05 December 2011 - 01:39 PM

as being a vet of both sto and eve, by sheer numbers of ships. i would say eve. my main char on eve alone has 20 plus ships ranging from frigate to carrier size, carrying all weapon classes (ie laser base, artillary ect ect) and having participated in some very large wars in eve, pilots on that format would easily rip apart an sto counterpart with vet bridge crew, hands down imo

#79 Ilithi Dragon

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Posted 05 December 2011 - 04:30 PM

View PostNebfer, on 05 December 2011 - 12:24 PM, said:

Well FTL is well know their going to take high rate. Though their are plenty of times that contradict these examples... Theirs even an episode that mentions that to speed up their Sub light speed they could use a gravitational slingshot around a planet... For any race with a sustained acceleration of 1G or higher this is a pointless maneuver (sure we can take this as an outlier...).


I can't recall that instance off-hand. Do you happen to remember the episode and circumstances?

It's also important to note that a lot of Trek's sublight acceleration comes from the artificial mass reducers that are a major part of their impulse engines. When these systems are damaged or power is limited (such as the ramming scene in Nemesis, when both were the case), sublight acceleration is much lower.


View PostNebfer, on 05 December 2011 - 12:24 PM, said:

right.... please prove "armor in other universes" will be completely useless.
You might also want to prove if this actually happens in their universe (This ability would of been useful in a number of instances but is never shown or "used", like when they need to get rid of a few asteroids).

Also interesting in the episode Inheritance "Magnesium Carbonate" (referenced as Magnesite) a can cause a feed back along a phaser beam that can threaten the ship (it's not a uncommon mineral).


The TNG Tech Manual directly describes phasers as operating thus, and on-screen references and the observed effects of phasers support the NDF effect (see the vaporization of people - and asteroids (such as in TNG: "Booby Trap")). Other tech manuals and encyclopedias make reference to materials that are resistant to phasers. This does not mean that the armor of ships from other universes would be "completely useless" - I never said such. It means that the effective yield of phasers and disruptors would be much higher against the armors of other powers that are not hardened to resist the NDF effect. Now, the armor materials of these other franchises might just happen to contain materials resistant to phaser effects, but given that no other franchise demonstrates the use of any weapon any kind of effect like the phaser/disruptor NDF effect at all (with the sole exception that I am aware of being the superlaser beam and related weaponry of Star Wars), it is highly unlikely that they would have armor designed to resist the NDF effect as well as the armor of Trek ships. Even Trek ships sometimes have trouble resisting the NDF effect if the weapons involved can be adapted to bypass their hardening, as was quite clearly demonstrated in the First Battle of Chin'Toka in DS9 "Tears of the Prophets."

Furthermore, a large part of the resistance ability of Trek ships to the NDF effect comes from their Structural Integrity Fields, a system that no other franchise uses, to my knowledge.

Again, this does not mean that the armors of other franchises would be completely useless, it just means that the effective yield of phasers and disruptors against them would be significantly higher than they would be against Trek armor.

As for Magnesite, the properties escribed to Magnesite in Trek are not consistent with the properties of Magnesium Carbonate. For example, Magnesite has replaced wood as the fuel source for fires in the 24th Century. Since Magnesium Carbonate is formed by the oxydation of minerals like olivine, it is not a material that will burn in an oxygen atmosphere, because it has already oxydized. You might as well try to burn CO2. This, along with other discrepancies, suggests that the Magnesite of the 23rd and 24th Century is not the same material as what we call Magnesite today.


View PostNebfer, on 05 December 2011 - 12:24 PM, said:

Though you might want to explain on the speed of which ships tend to get take out in fleet engagements in DS9...
Of course theirs all the times where various consoles blew up when the shields are still up...


You know, the past Mechwarrior games are a perfect example to explain the first of the two issues you raise here. In general, single Battlemechs engaging each other 1v1 took some time to kill each other, provided they were of comparable weight range and loadout. It didn't take forever, but engagements typically lasted a couple minutes or more, between both mechs maneuvering and the time it took each mech to wear each other down, especially with damage spread across different parts of the mech because both mechs were firing while maneuvering.

But throw those same mechs into a team battle instead of a 1v1 duel, and the time it takes to kill a single mech goes down drastically. Even in the relatively small battles of Mechwarrior IV, a properly coordinated team would concentrate fire, and even with just a handful of mechs concentrating together, the time it took to kill an enemy mech dropped radically. Now imagine that scaled up from a couple dozen combatants to three thousand combatants. Of course ships are going to be popping left and right in fleet engagements. They're facing off against a coordinated enemy fleet that is going to have whole squadrons of ships concentrating fire on single targets, and even after the battle devolves into a close-quarters general melee, you'll still see ships popping left and right because there are so many ships involved. What we saw of fleet battles in DS9 were brief glimpses of massive engagements viewed while following a highly-maneuverable ship as it wove through the furball of both fleets. We see ships getting hit and nothing happening and we see ships getting hit and going up in one shot, because we only see them briefly, we only get a tiny snapshot of their role in the battle, we don't see the firepower they sustained beforehand, and we don't see the damage inflicted afterward.

As for the consoles, Trek shields are pretty impressive, but they do have their limits. There is a brief window at the very beginning of weapons impact before the shield generators spike up and concentrate their outputs above the constantly-sustained full bubble, when some energy that exceeds the strength of the sustained bubble 'bleeds through.' This leads to damage inflicted through the shields (if the energy is high enough before the shield spike to bleed a significant enough amount of energy through), as well as surges in the ship's EPS grid. Given the amount of energy flowing through the ship's power grid, the minor flashes and fireworks-sized overloads we see are actually pretty remarkable, since even relatively small EPS taps on a Light Cruiser can have the energy equivalent of almost 1.2 megatons of TNT flowing through them every second (VOY "Revulsion", Kim notes a live EPS tap has "five million gigawatts", or 5 petawatts, flowing through it). If even a thousandth of a percent of that energy leaked out, it would be the equivalent of a 12 ton bomb going off.


View PostNebfer, on 05 December 2011 - 12:24 PM, said:

Their are times where one can calculate that their long term speeds is around 1,000x C. Sisko in fact mentions the exact same time frame for a similar distance in DS9.
Though for the maintenance and supplies, they must have to do that a lot for their FTL speed to only be 1,000x C
In Q who they (Data) estimate that it would take them ~2.6 years at maximum warp to travel 7,000 light years (~2,700x C). In bloodlines Riker indicates that warp 9 is 830x C, In Clues assuming average cruising speeds it would take them about a half a day to move a bit over a half a parsec (around 650x C).
On the other hand maximum warp in Voyager episode "Scorpion part II" is stated to travel 40 light years in 5 days (~3,000x C).


There are some instances that suggest lower speeds, but a much greater number that suggest higher speeds, and much higher still than the figures I have listed. The speeds I have listed are most consistent with the production materials, and most consistent with the more common figures (also, it's worth noting that the "Bloodlines" figure of 300 billion ly in about 20 minutes, or about 900c, is likely a math error on the part of the production staff, since they have well-established the maximum velocity of the E-D as being about 9,000c, both in other episodes and in the tech manuals and back-stage materials).

Furthermore, as the TNG:TM notes, the actual speed of a given warp factor fluctuates by local variations in subspace. Warp factors are assigned by the warp field strength, not actual velocity. This is part of where the popular explanation of 'subspace lanes' comes in, because canonically, warp drive mileage does vary.

View PostNebfer, on 05 December 2011 - 12:24 PM, said:

In the Best of both worlds the Borg traveling some 7,000 light years in a single year takes the Federation by surprise, as they where expecting a longer lead time. It also takes them 4 days to assemble a fleet of just under 40 ships.

And theirs a number of episodes that mention travel times are days or weeks in the federation (and in some cases months).


The distance the Cube traveled is somewhat curious, though not greatly given standard cruising speeds at the time on the order of 2,000c or so. It would take a typical Federation vessel three to seven years to cross that distance, and even the E-D, the fastest ship in the fleet at the time, would have taken over two-and-a-half years to get back. That the Cube took only a year to cross that distance, suggesting a sustained cruise velocity of 7,000c if they set couse for the Federation and ran their engines continuously, would have been surprising. Especially since it's highly unlikely that even Federation ships can keep their engines running constantly for a solid year.

As for why it took so long to muster so few ships... Wolf 359 is in the heart of the Federation, just a few lightyears from Sol in the very center of Federation territory. Most of that region would have seen little activity in terms of ships, since most of the fleet would have been dispersed around the borders of the Federation (the Federation's defensive strategy is not so much to have a heavily-fortified core world, but to have ships and stations deployed along hostile borders to intercept ships before they can penetrate deep into Federation territory), and out into space beyond the borders of the Federation (much of the fleet would have been dispersed on various exploration and survey/research duties, away from the core of the Federation). It took that long to assemble that many ships because there just weren't that many ships close enough to respond. Later on, in First Contact, we see Starfleet able to assemble a larger fleet, in the hundreds, on shorter notice, and in VOY "Endgame", they were able to assemble a full dozen ships ("with more on the way") in a matter of minutes.

That, and Starfleet was more than a little over-confident in that situation...


View PostNebfer, on 05 December 2011 - 12:24 PM, said:

Not really most of the combat we do see has them engaging combat largely within visual range (some times they contradict it with stated ranges, a few times they confirm it (like in Conundrums and A Call to Arms -via exterior shot of ship and a quite visible "target" then a shot in the Attacker ship and a statement of we are not in firing range), and often they do not reference the range). So while we do know they can engage targets at long range most of the time their decidedly short, particularly for fleet engagements.

Interestingly in The Wounded Data indicates Torpedoes have a max range of around 300,000km


Yes, much of the combat we observe is at closer range. But a lot of it is also at longer ranges, and ranges in the hundreds of thousands of kilometers and more have been observed. We also have valid reasons for why most of the engagements against other Trek ships would be at well below maximum range - weapon travel times makes hitting targets as maneuverable as Trek ships difficult, and engagement at closer range also reduces response time (as Riker noted to the commander of the Klingon sleeper ship that was getting ready to attack the E-D). This is especially significant when you consider how Trek shields operate - the lower the response time to weapons fire, the greater the 'bleed-through window' against the target's shields, so the more energy you can slip past the target's shields to inflict damage directly to the ship. Weapons, especially phasers and disruptors, would 'hit harder' at closer ranges, because more energy would bleed through the target's shields.

As for torpedoes, we have observed them fired at millions of km and more, and the backstage materials list them as having ranges in the millions of km. With missile weapons this range will vary greatly, however, depending on the relative velocities of both ships.


View PostNebfer, on 05 December 2011 - 12:24 PM, said:

The "insane sensor" capabilities are highly inconsistent to say the lest, their are times when they directly mention if a ship is in such an orbit they can not see you. Then theirs all the times where they get ambushed, or even the time where an unspecified actinide ore interfered with their sensors (most common of thoughs is Uranium and Thorium).


There are a number of different circumstances that can inhibit sensor function in Trek, but even when inhibited, the data they can gather is usually far beyond the data that can be gathered by the sensors of any other franchise.

#80 GreyGriffin

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Posted 05 December 2011 - 04:55 PM

I dunno about you, but I would not want to get in the way of a cyclonic torpedo.

While I still root for Macross, I think we have to look quite seriously at the Orks. Ork technology is notoriously unreliable in the hands of non-orks, for reasons that the Imperium has only theorized, and that the Eldar balk at. Ork technology works because they believe it works. Yes, every Ork is a psyker.

if you could convince an Ork Wierdboy and enough of his friends to believe in it, the Orks could build a cannon that would fire from the Eye of Terror to Terra, and knock the moon into the planet like a pinball.



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