Terrific comments. Sojourner, I think in fairness to Cary, the pursuit of the Golden Ratio is key to making it look good. But I'm just not sure how to apply it to starship design. Messing around with vertices in Blender is the closest I seem to be able to get.
I'm not a blender expert, but doesn't Blender allow for "parenting" and for revolved surfaces and the like? I'm pretty sure it does...
So,the "ring" and the "saucer" would just be sketched curves, rotated around a coordinate system. The secondary hull might need to be "sculpted" but the dish and the ring can be revolutions, can't they?
And if you do that, and if you make those as separate features, or even separate components in an assembly "scene"... you ought to be able to relocate them and scale them at ease.
Any Blender experts here want to give better pointers on this? I know how to do this with Maya or Lightwave, or with pretty much any CAD program... but I've barely toyed with Blender.
Cary, I keep gravitating to a saucer that's bigger than the ring, but I don't want to because, in my mind, that ring defines an outer diameter for a warp field. But when i make it that way, it just looks wrong. Maybe I'm intuiting the Golden Ratio here, but, like I said, I don't know how to actually apply it consciously to ship design.
EDIT TO ADD:
Alright, screw limit number 3. Cary and Sojourner are right. And I can justify things by assuming the warp coils in the ring make a double-lobed warp field that flares outward as it moves away from the ring -- allowing bigger shapes where necessary.
Sounds like a good plan!