There's a reason things are done in
Star Trek the way they are. I've spent some time, myself, as a
helmsman aboard the Enterprise in the VR game, Star Trek: Bridge
Crew, and it made me question starship navigational tropes. Why do we
focus so much on X and Y coordinates (360 degrees left to right) and
very little on Z (height and depth?) It's a paradigm we are
accustomed to, because we've grown up in a world with sea level as
the median, the upper atmosphere as our ceiling, and the ocean floor
as our maximum depth. In the Star Trek game, it's not much different,
and though you can theoretically fly any direction, starship
engagements basically remain in a 2-dimensional flat plane. Sure, you
can raise and lower your depth some, but for the most part, you are
fighting along the X and Y axis, ignoring the Z most of the time. Yet
as some of you know in the famous “Star Trek: The Wrath of Khan”
movie, Captain Kirk outsmarts his X/Y-thinking enemy using the Z axis
to his advantage. This is why I turned to my Navy friend, who
explained to me how directions are conducted underwater in submarine
maneuvers. In a submarine, directions would be given like this:
“Helm, come to course 270. Diving Officer, make your depth 200, 10
degree down angle.” If an enemy sub was sighted: “Contact S-9 is
bearing 090 with a 0-degree angle on the bow,” which means another
vessel that is 90-degrees to the right and is heading directly at
you. Using the 360 degree XY circle for directions and establishing
an angle for depth or height on the Z axis (though without the sea
level reference point) are definitely useful navigational directions
for a starship pilot.
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