Destructionator XIII wrote:Yeah, you're exactly right.
I don't think a good in-universe answer even exists here. It's one place where we've just got to accept that TOS and TNG were made 20 years apart and leave it at that.
Eh. I think its possible to reconcile it, if you're patient enough. I don't think it would be easy, or neccesarily an answer people would like, but I am sure there's an answer that wouldn't require too much bending over backwards, as long as you keep Vs out of it.
I do agree though, out of universe explanations are the simplest and work for most people. You only really need a more complex explanation if you are working purely in universe terms.
Weapons ranges aren't really a major issue to explain, at least for Trek and Star Wars. There are lots of factors that can allow for short ranged combat to exist or be practical. Hyperdrive and Warp drive are both quite precise in their own ways, and you can potentially arrive very close to the target. Close range engagments can be quite useful for projectile weapons of both guided and unguided varieties (rapid propogation rate, limited ability to intercept, etc.) and both universes have plenty of examples of projectile (or projectile like weapons.) Hell if they're using warheads like missiles or torpedoes, you could sacrifice engine power/guidance for greater payload, or (if using cannons) fire them at slower velocities (which could allow you to fire a bigger warhead, or fire more shots, or even fire at reduced recoil. That's hardly a disadvantage.)
There are always tractor beams as well (for star wars at least) which may require close engagement ranges.
Other possibilities include:
- fighting style. If you have Andromeda-verse or Lensman verse ships that can, through technobabble demonstrate tremendous speed and agility, longer engagment ranges might be needed (depending on ohw fast you go, and the reaction times involved) but too long a range and the target might be able to react and dodge even lightspeed weapons fire.
- the effectiveness of weapons and defenses may be range dependnet (at longer ranges, weapons may lose coherence or energy, whilst shields may have a harder time stopping attacks at clsoer range. Or there may be "interference/overlap" from two opposing shields which negates their effects. Or like in Dune, SW, or 40K, shield penetration may have a velocity-dependence.)
- closer ranges could limit the use of certain weapons that may be more effective at longer ranges. powerful warheads (like nukes), fixed-axis weapons , very heavy turrets (like HTL) may also be more inaccurate/ineffective at targeting at close range (or may not even have effecitve fire arcs) close up.
Hell, even your "close range = better accuracy, especially when targeting subsystems" is a workable idea. so what if, by itself, it won't cover all circumstances? Who says that the explanation has to be a single, all encompassing thing? Why can't things like short (or long) ranges be dictated by multiple factors? (think about the never-ending argument about "effective real life sci fi weapons" on atomic rockets or SFConsim D13 - how often has that mutated over time, even amongst parituclar weapons types like a laser?)
Alot of it will just depend on how patient and willing you are to work out an explanation