Even the biggest sci-fi fan has to admit that some of the time, maybe even a lot of the time, sci-fi can be pretty silly. The popular stuff (TV and big budget films) are probably the worse for this, but even books can show can be down right stupid. And lets not forget the rich mine of silliness that comes from sci-fi's younger years in the 50's and 60's! So let's not try and hide or forget this side of sci-fi, but revel in it. We all geeks at heart so lets laugh at our selves. In that vein here's some sci-fi humour mined from the rich seems of the Internet!

10 reasons why...

...Captain Krik is better than Picard
One word, miniskirts
Kirk would have personally thrown Wesley Cursher off the bridge.
Kirk would never allow a Klingon on his bridge.
Kirk is a leader not a follower.
One word, hair.
When Picard was 37, he was only Captain of the lowly freighter, Stargazer. When Kirk was 37, he was Captain of the flagship Enterprise.
One Word: Fisticuffs.
Kirk has sex more than once a season.
Kirk says "Prime Directive? What Prime Directive?"
Kirk would date Beverly Crusher and damn the consequences!

...Captain Picard is better than Kirk
Two words acting and ability
Taste in women!
Picard like solving mysteries; Kirk couldn't figure one out if he tried.
Kirk fought others himself, Picard has others do his fighting for him.
Picard can do better impressions of his first officer.
Picard single-handedly saved the Federation, the Klingon Empire, and all of humanity while still a lowly captain.
If Picard had a son, he wouldn't lose a fight to a Klingon whose commander was Christopher Lloyd.
When Picard enters a room, people fall silent; when Kirk enters one, they keep on drinking.
Picard's ex kept his name even after the divorce; Kirk's kept it a secret even from her son.
Picard argues with his captors while being tortured, Kirk merely screams in agony.

...Captains Kirk and Picard are both better than Archer
Better ships.
Doesn't have a snotty nosed Vulcan looking over there shoulder all the time.
Archer hasn't yet been seduced by or seduced any strange aliens.
Archer has deal with 10 (well actually 24) seasons of continuity.
Krik and Picard had worry about the prime directive, Archer worries about not having the prime directive.
two words (okay one word, one number), Warp 9!
Err...Do'h I can't think of any more!

...Commander Siko is better than Captain Picard
His solution to the Q problem is hit him, Picard just talks to him
Picard doesn't have a ship that has used ramming tactic's on a Cardasian warship
Both O'Brien and Worf left Picard to join him.
...err...
...ooh...
...Oh bugger!

...Janeway is better than the lot of them!
Better looking!
Got to strip down a vest, got all sweaty and generally did a 'Rippley'
Left the prime directive 70,000 light years away
Had a GTI, turbocharged star ship with body styling kit and go faster stripes
Took on and beat the Borg, more times than Picard and Siko put together
Can spout techobable better than any other captain so far
Has Cobalt torpedoes and isn't afraid to use them
Court martialed Tom Paris
Made it to warp 10, turned in to a lizard, had sex with her first officer returned to human form, all in 45 minutes
Err...err...err..ah yes, her boy friend had the same name as me! (okay so that was lame!)
The Krik and Picard lists are taken from much longer lists found at space battles. They also have a Janeway list, but the one above is all my own work (it shows, probably!)

Advice for evil overlords
If (when!) you catch the heroes, and are about to kill them, never ever say "since your about to die I may as well tell you my plan you universal domination"
If you get a chance to kill the heroes, don't invent some fiendishly clever way to to kill them slowly and painfully. After a bullet in the back of the head they are still just as dead.
Don't try a capture heroes unless you appositely have. Death by evil overlord fighting is natural causes as far as heroes are concerned.
Train of all of our guards in the basics of marksmanship.
Guards will not where any sort of mask or face concealing head gear and they will all carry photo id cards which will be checked each time they enter any of your secret bases.
Otherwise competent henchmen, should not be killed for there first, second or third mistake (on there fourth you might just have a case against them!)
By all means have a large an obvious fortress of doom (possibly built by villain supply), but don't do any thing important there.
If you must hold heroes for questioning, use you big flashy fortress of doom and get a professional interrogator to carry out the 'interview'. You can enjoy almost just as much by watching on a video link.
Keep your real bases of operation well hidden and separated from each other. Preferably under ground. Prime sites are places like schools and children's hospitals, where heroes will naturally be reluctant to bomb and there are a ready supply of human shields (what! This is an evil overlords list!)
Investigate your family tree very closely and eliminate at an early age any siblings that show heroic tendencies, better still kill all your family and to ensure you never have any children, make sure your sterile. Actually since you'll be spending a lot of time around atomic powered super weapons, this probably wont be an issue.
Never rely on just one super weapon, have a several. Once again hidden and near targets that heroes will have moral problems shooting at. However don't have have them on the same sites as the bases you use. Your fortress of doom is a good place for a super weapon, or better still a dummy super weapon.
Destroy all plucky robots and droids, cute and cuddly creatures. Heroes need comic relief once in a while and don't work nearly so well will out it.
If you need a self destruct button make sure it can be operated remotely and that there is no count down. It should also be well hidden. By all means have a large red, well labeled and well protected self distruct button that delivers a fatal electric shock to any one pressing it.
If you must have a self distruct button that counts down, make sure it has a large display that is 3 seconds slow and is surrounded by lots of blue wires. Cutting any one of these wires should trigger the distruct immediately.
Make sure you have at least one escape ship ready at each base at any one time. Also make sure each escape ship, it self has an escape ship (or pod)

Bits of this list came from Peters Evil Overlord page and Johns science fiction pages as well as from my own fevered mind.