I read it that concentrating firepower to the back is more economical than the sides and provides definite utility when trying to fight against basically any craft.
Something like:
~beyond the first few weapons you'd want to have your design shift from a 3 forward:1 Aft to something closer to 1.5:1. 3/1/1/1 to 3/1/1/2 (instead of 4/1/1/1 or 3/1.5/1.5/1)
Maybe I'm reading a lot into it but I didn't feel
@Fouredged Sword was saying the aft firepower should be stronger. It'd be like a one-two punch the forward alpha strike and phasers would maul the shields and then if we're passing (or turning) odds are good they'll end up in our rear arc at some point and the aft armament can take advantage. All the stuff facing forward has the best chances to hit during that initial pass and if the distance is great the forward weapons have even more time.
If the enemy learned and began to avoid front and rear areas then combat might be longer since if they're trying to stay in our broadside the captain could slowly rotate while moving forward to spread damage out.
Ok, so not quite. It's about travel arcs and making it easier or harder for the other side to move from one arc to another.
Arcs are cone shaped. To escape an arc the enemy needs to reach the outer surface of it. When you fly towards someone they move closer to the tip of the cone and so the edges of the cone are closer.
This allows them to cut inside your fire arc and move out of your ideal fire arc.
But if instead you fly away they move towards the base of the cone that is your fire arc. They need to traverse MORE space to escape your guns.
The effect of this is that turning in towards an enemy makes it easier for them to escape your fire arc while turning away makes it harder.
None of this matters if you have a solid speed advantage. If you can turn fast enough that you can always keep them in your ideal arc none of this matters.
But if you are slower than the other side turning away should force them to move about 20-30% further to escape your fire arc as opposed to turning towards. It's just geometry.
But most ships don't want to do this because their aft weapon arc is their weakest.
This is only true in certain frames of reference, where the ships are moving in the same direction. By definition, the front and back of the ship always "track" at the same speed, so there's no general advantage to any particular end there.
Practically speaking, the most common frame of reference is two ships moving towards each other, since most battles occur when ships are converging upon a contested point.
Not quite. You can't avoid crossing passes entirely, but you get a vote. Once you pass the other guy has to come about and chase you (or just leave, but if he is faster he can just do that anyway).
You can ether also turn about and go broadside to broadside while the faster craft tries to get into the aft of the slower OR you DON'T turn and make them have to not just catch but overtake you to change things.
A passing exchange is temporary unless both sides vote to keep doing it. If you vote no the other side has to chase and deal with a parallel exchange. You can keep voting no and turning away and they have to overtake you entirely to change that.
And that just gets them one more passing exchange before they are once again behind you.
They ALWAYS need to cut the larger arc path to get in front of you than you need to turn your front away from them.