You know, with all these remakes over the past couple of years -- TMP with some extra scenes, revised and re-mastered, TOS Re-Mastered, and recently new Trek-Reboot Movie, I was thinking about a "what if" TMP Remake.
Many of you have seen the "What If: Star Trek (TMP)" thread which was basically asked people if they were the director or producer how would they have done Star Trek TMP. I also floated my ideas as well.
Well, I was wondering if one could do a TMP Redo. I mean if you had 3D graphics and stuff (like that highly realistic Final Fantasy 3D Movie) and you had a blank check to change as much as you want; the ships the characters, whatever -- a little bit, or totally cut the guts out of the whole thing -- what would you do?
EXAMPLE
The thing that I would probably want to change the most honestly, it would be the Enterprise-Refit. I like the basic design -- I just would want the design to be more designed to Matt Jeffries' ideals.
For example I would want less surface detail -- maybe some panelling but only visible up close and stuff. I also would want to pick off unnecessary junk off the model such as
1.) All the surface detail around the torpedo tubes (I mean if you look at a blueprint of the Refit-E's torpedo tubes up front, there are all sorts of little gadgety things around the tubes -- unnecessary looking)
2.) These small little box shaped structures on the (forward) sides of the warp-nacelles.
3.) The small blue amplification crystals atop the warp-nacelles.
4.) The "lighting-boxes" on the underside of the saucer (whether I would keep the wider circular platform which is just above the dome like in TMP -- basically look at the TMP model from below you see a dome, a bigger circle around the dome, and jutting out of that are four lighting boxes; basically I'm not sure if I would delete just the lighting boxes or that enlarged circular platform in favor of a complete reversion to the TOS dome -- non lighted of course)
NOTES
1.) Excessive paneling/surface-detail looks low-tech, and Matt Jeffries design ideology reflected ship designs with as much of the vital systems on the inside and thus hard to damage
2.) The lighting-boxes make no sense, however having the wider circular platform might have some use (extra volume?).
3.) I would want to retain the pearlescent-coat though -- that looked beautiful.
I would also want to change some things to produce a more uniform clean-cut look
1.) Eliminate grilles on the front of the warp nacelle; replace with a front-cap like some Phase II concepts
Like This:
though a more flat gray, not so shiny.
2.) Change the gold plating under the phaser-nubs to white.
3.) Get rid of the yellow plating where the thrusters are
4a.) Use non-recessed deflector-grids (a'la TOS) along the main saucer, add 3 grid-lines on the rim, any non-recessed grids in the TMP design retain, use non-recessed grids on the secondary hull.
4b.) Use recessed grids as on TMP, but reduce the degree of deflector grid lines around the rim of the saucer. Rather than having 2 rows of 4-lines sandwhiching a row of 5 deflector lines, I'm thinking 2-3-2 is enough.
5.) Round the gangway-hatch doors a little bit.
NOTES
1.) A smooth front cap actually looks higher tech than those grilles. Even though the Enterprise Refit has outboard grilles, which is sort of against what Matt Jeffries wanted, I don't think the nacelles would look very good without them. The solution I would make would be to simply make the ship faster. Warp 8 to 10 for cruise (I would favor 10) with 12 as a maximum emergency dash -- as fast as this sounds, Gene Roddenberry in the TMP novel did state these engines were drastically more powerful than any engine taken into space before. This could justify the outboard grille as slower and smaller Federation designs such as the Daedalus class had no inboard or outboard grilles; the Constitution (pre-refit) which was much larger than the Daedalus class, who's typical cruise speed was Warp 6, with Warp 8 being the maximum standard speed and Warp 9 as the maximum emergency dash speed had an inboard grille. If the ship could Cruise at Warp 8-10 and Dash at Warp 12, the large inboard and outboard grilles might just be necessary for the job. The increased deflector and force-field capacity would provide increased protection and could be argued as a reasonable risk.
2.) The gold plates under the phasers looks kind of stupid. I'm not too fond of the gold plates around the thrusters, though not as much.
3.) The recessed grids do look harder to damage instinctively, but there are non recessed grids around some very vital structures such as the bridge so I'm not sure how useful they are. If used, I think the degree of deflector gridding around the saucer rim is just too much. I figure if used, there are seven sets of rings around the saucer so there should be no more than 7 on the front, hence the 2-3-2 figure.
4.) I don't like the very boxy gangway hatch. Doesn't look good for a door to a pressure hull having square edges for one as it provides poor pressure integrity (although I would assume the skin of the ship is extremely sturdy and wouldn't have problems there) and doesn't look that high-tech
I'd want to change some things in order to make the design more realistic
1.) Revise impulse deflection crystal (instead of having the bulk of it glow and a few areas that don't glow instead have the few areas that don't glow glow and have the rest not glow -- think of the Enterprise-E's Nav-Deflector -- except replace the yellow with a blueish color)
2.) Remove the windows on the neck -- there is no point in having those...
3.) Make sure the windows on the saucer and engineering hull actually fit
4.) Eliminate windows where there's no need for them
5.) Resize docks to make sure they are the correct size, remove dock on torpedo-bay.
6.) Reduce the height of the O-lounge windows.
7.) Add a slight bit of rounding to the back of the structure which houses the airlock (external)
8.) Remove botanical gardens.
NOTES
1.) The less glowing the better -- glowing indicates a lot of energy is being wasted as excess light. The idea I'd be going for is also to change the IDC into being some kind of mass reduction device.
2.) The windows should actually line up with the decks on the ship
3.) There is no point in having windows on the neck or on areas of the ship where there is no sense in having them present
4.) There might be scaling errors regarding the size of the hatch (7-feet)
5.) There is no point in having a docking hatch on the torpedo-tube
6.) The O-Lounge windows are gigantic, they're like 1.5 decks high -- that's ridiculous
7.) I just don't like the Botanical gardens -- they look like they take up a lot of space for one -- I don't know why you'd need such volume, especially if you stacked them (I have seen ideas for vertical-farming); sunlight isn't a requirement thus the need for windows -- I mean if you can produce artificial gravity and negate the forces of millions of G's of acceleration, producing some sun light (sunlight is just light at certain wavelengths) and piping CO2 in and Air out doesn't sound all that hard.
Internally, there are several parts of the ship I would want to change
Bridge
1.) Needs more color than in TMP
2.) All stations should have seats
3.) Revised displays (I don't mind the round displays, but the orange sparkling lights on the science station is retarded) -- should look less advanced than TVH, but more advanced than TMP I'd say.
4.) With a dedicated tactical-station, both the helmsman and navigator should have the necessary stuff to fly the ship.
5.) Radar display in front of the Captain between the Helm and Nav station should be able to display 3D views
NOTES
1.) Color level in TMP was way too little, granted TOS was way too much. I'm thinking ST:III level
2.) It's kind of silly when you think about it to have new chairs with these restraints when you have stations in which people are standing up! Especially when you consider in TOS, all stations had a chair. Chairs would be white leather with the vertebral-shaped sections a dark gray leather (provides some contrast). I don't see anything against having harnesses/seat-belts incorporated onto the chairs as a back-up at least.
3.) I don't mind the round display screens, but it wouldn't hurt to revise some of the displays to look a bit more advanced this day and age. Some displays make no sense (the flickering orange lights on the science-display for example) -- that should be replaced with something practical
4.) Having both the Navigator and Helsman with the necessary stuff to fly the ship would also allow both personnel to do either roles which is useful. The helm station should be more geared for short, rapid (tactical) maneuvering, with the navigation station geared more for long range maneuvering. To control the ship having some kind of feel for the ship is very useful, as a result a big tracking ball (4" diameter sounds good) like device with artificial feel could be used on both stations. Both stations should have a throttle for controlling the impulse and warp engines (perhaps a small throttle for impulse and a big one for warp) -- throttle should be clean-cut looking and high-tech (not like in TMP in otherwords)
5.) The screen wouldn't be a ball or display a hologram. The screen could simply display a 3D view on the screen. The dials could be adjusted by the captain.
Engine-Room
1.) Adopt a basic set-up more like the Virtual-Dreadnought elite force mod
Like This:
with some ENT characteristics, and TMP/TWOK/TSFS graphics colors
2.) Ship should have multiple reactors
3.) Engine room should have seats at various station
4.) Corridors leading to engine room should not lead out beyond the physical space of the hull
NOTES
1.) The TOS engine-room is far more practical in design. A flat-floor is very useful in an engineering space as it allows a lot of floor space to fix everything. The Virtual-Dreadnought's reactor set-up allows a visible reactor and a spiffy power transfer conduit system; The reactor shown in ENT is less boxy, more clean-cut. Truthfully speaking I don't think it should be as round as ENT, but less squarish than Virtual-Dreadnought. There is really impractical to have the reactor set up so you can actually see the reaction going on inside it and it should definitely not look like a furnace. As for coloring, the TMP/TWOK/TSFS coloring would be the best choice as it would blend in with the rest of the ship...
2.) It is unwise to design a ship to operate so far away from home with a single-point of failure so crucial as the main reactors. Since in TOS there were at least two references of the ship having three reactors, I would put three reactors on the design. They could be arranged in a linear fashion (one behind the other behind the other). You would need three sets of power transfer conduits, one for each reactor feeding both engines. Some PTC set up which feeds outward and down (into the floors basically) which would be to the nav-deflectors would be useful as they need a lot of power.
3.) In TOS, there were chairs at at least some of the engineering-stations -- the refit should have the new chairs at all the stations like those on the bridge. Having no chairs in the engineering-stations is ludicrous: If everybody in the bridge gets rocked around, so does the rest of the ship.
4.) The entry foyer to the engineering room in TMP would not fit within the confines of the ships hull -- this is not acceptable.
Cargo-Bay
1.) Ceiling of cargo-bay modified as necessary to meet any changes in the engineering-room size
2.) The vertical-tubes for the turbo-lifts should actually be a little bit larger with the turbolift car not visible from the outside.
3.) Corridors added on some sides of the dock-hatch.
NOTES
1.) The engineering deck is above the cargo-deck -- modifications to the engine-room might lower the engine
2.) Truthfully the turbolift being lit looks kind of stupid. There's enough lighting in the cargo bay, and at worse case a ceiling light could be added
3.) The dock-hatch is one row out from the cargo-bay. A corridor could be fitted to run length wise down the ship. It could explain windows on the engineering hull.
CuttingEdge100
Many of you have seen the "What If: Star Trek (TMP)" thread which was basically asked people if they were the director or producer how would they have done Star Trek TMP. I also floated my ideas as well.
Well, I was wondering if one could do a TMP Redo. I mean if you had 3D graphics and stuff (like that highly realistic Final Fantasy 3D Movie) and you had a blank check to change as much as you want; the ships the characters, whatever -- a little bit, or totally cut the guts out of the whole thing -- what would you do?
EXAMPLE
The thing that I would probably want to change the most honestly, it would be the Enterprise-Refit. I like the basic design -- I just would want the design to be more designed to Matt Jeffries' ideals.
For example I would want less surface detail -- maybe some panelling but only visible up close and stuff. I also would want to pick off unnecessary junk off the model such as
1.) All the surface detail around the torpedo tubes (I mean if you look at a blueprint of the Refit-E's torpedo tubes up front, there are all sorts of little gadgety things around the tubes -- unnecessary looking)
2.) These small little box shaped structures on the (forward) sides of the warp-nacelles.
3.) The small blue amplification crystals atop the warp-nacelles.
4.) The "lighting-boxes" on the underside of the saucer (whether I would keep the wider circular platform which is just above the dome like in TMP -- basically look at the TMP model from below you see a dome, a bigger circle around the dome, and jutting out of that are four lighting boxes; basically I'm not sure if I would delete just the lighting boxes or that enlarged circular platform in favor of a complete reversion to the TOS dome -- non lighted of course)
NOTES
1.) Excessive paneling/surface-detail looks low-tech, and Matt Jeffries design ideology reflected ship designs with as much of the vital systems on the inside and thus hard to damage
2.) The lighting-boxes make no sense, however having the wider circular platform might have some use (extra volume?).
3.) I would want to retain the pearlescent-coat though -- that looked beautiful.
I would also want to change some things to produce a more uniform clean-cut look
1.) Eliminate grilles on the front of the warp nacelle; replace with a front-cap like some Phase II concepts
Like This:

2.) Change the gold plating under the phaser-nubs to white.
3.) Get rid of the yellow plating where the thrusters are
4a.) Use non-recessed deflector-grids (a'la TOS) along the main saucer, add 3 grid-lines on the rim, any non-recessed grids in the TMP design retain, use non-recessed grids on the secondary hull.
4b.) Use recessed grids as on TMP, but reduce the degree of deflector grid lines around the rim of the saucer. Rather than having 2 rows of 4-lines sandwhiching a row of 5 deflector lines, I'm thinking 2-3-2 is enough.
5.) Round the gangway-hatch doors a little bit.
NOTES
1.) A smooth front cap actually looks higher tech than those grilles. Even though the Enterprise Refit has outboard grilles, which is sort of against what Matt Jeffries wanted, I don't think the nacelles would look very good without them. The solution I would make would be to simply make the ship faster. Warp 8 to 10 for cruise (I would favor 10) with 12 as a maximum emergency dash -- as fast as this sounds, Gene Roddenberry in the TMP novel did state these engines were drastically more powerful than any engine taken into space before. This could justify the outboard grille as slower and smaller Federation designs such as the Daedalus class had no inboard or outboard grilles; the Constitution (pre-refit) which was much larger than the Daedalus class, who's typical cruise speed was Warp 6, with Warp 8 being the maximum standard speed and Warp 9 as the maximum emergency dash speed had an inboard grille. If the ship could Cruise at Warp 8-10 and Dash at Warp 12, the large inboard and outboard grilles might just be necessary for the job. The increased deflector and force-field capacity would provide increased protection and could be argued as a reasonable risk.
2.) The gold plates under the phasers looks kind of stupid. I'm not too fond of the gold plates around the thrusters, though not as much.
3.) The recessed grids do look harder to damage instinctively, but there are non recessed grids around some very vital structures such as the bridge so I'm not sure how useful they are. If used, I think the degree of deflector gridding around the saucer rim is just too much. I figure if used, there are seven sets of rings around the saucer so there should be no more than 7 on the front, hence the 2-3-2 figure.
4.) I don't like the very boxy gangway hatch. Doesn't look good for a door to a pressure hull having square edges for one as it provides poor pressure integrity (although I would assume the skin of the ship is extremely sturdy and wouldn't have problems there) and doesn't look that high-tech
I'd want to change some things in order to make the design more realistic
1.) Revise impulse deflection crystal (instead of having the bulk of it glow and a few areas that don't glow instead have the few areas that don't glow glow and have the rest not glow -- think of the Enterprise-E's Nav-Deflector -- except replace the yellow with a blueish color)
2.) Remove the windows on the neck -- there is no point in having those...
3.) Make sure the windows on the saucer and engineering hull actually fit
4.) Eliminate windows where there's no need for them
5.) Resize docks to make sure they are the correct size, remove dock on torpedo-bay.
6.) Reduce the height of the O-lounge windows.
7.) Add a slight bit of rounding to the back of the structure which houses the airlock (external)
8.) Remove botanical gardens.
NOTES
1.) The less glowing the better -- glowing indicates a lot of energy is being wasted as excess light. The idea I'd be going for is also to change the IDC into being some kind of mass reduction device.
2.) The windows should actually line up with the decks on the ship
3.) There is no point in having windows on the neck or on areas of the ship where there is no sense in having them present
4.) There might be scaling errors regarding the size of the hatch (7-feet)
5.) There is no point in having a docking hatch on the torpedo-tube
6.) The O-Lounge windows are gigantic, they're like 1.5 decks high -- that's ridiculous
7.) I just don't like the Botanical gardens -- they look like they take up a lot of space for one -- I don't know why you'd need such volume, especially if you stacked them (I have seen ideas for vertical-farming); sunlight isn't a requirement thus the need for windows -- I mean if you can produce artificial gravity and negate the forces of millions of G's of acceleration, producing some sun light (sunlight is just light at certain wavelengths) and piping CO2 in and Air out doesn't sound all that hard.
Internally, there are several parts of the ship I would want to change
Bridge
1.) Needs more color than in TMP
2.) All stations should have seats
3.) Revised displays (I don't mind the round displays, but the orange sparkling lights on the science station is retarded) -- should look less advanced than TVH, but more advanced than TMP I'd say.
4.) With a dedicated tactical-station, both the helmsman and navigator should have the necessary stuff to fly the ship.
5.) Radar display in front of the Captain between the Helm and Nav station should be able to display 3D views
NOTES
1.) Color level in TMP was way too little, granted TOS was way too much. I'm thinking ST:III level
2.) It's kind of silly when you think about it to have new chairs with these restraints when you have stations in which people are standing up! Especially when you consider in TOS, all stations had a chair. Chairs would be white leather with the vertebral-shaped sections a dark gray leather (provides some contrast). I don't see anything against having harnesses/seat-belts incorporated onto the chairs as a back-up at least.
3.) I don't mind the round display screens, but it wouldn't hurt to revise some of the displays to look a bit more advanced this day and age. Some displays make no sense (the flickering orange lights on the science-display for example) -- that should be replaced with something practical
4.) Having both the Navigator and Helsman with the necessary stuff to fly the ship would also allow both personnel to do either roles which is useful. The helm station should be more geared for short, rapid (tactical) maneuvering, with the navigation station geared more for long range maneuvering. To control the ship having some kind of feel for the ship is very useful, as a result a big tracking ball (4" diameter sounds good) like device with artificial feel could be used on both stations. Both stations should have a throttle for controlling the impulse and warp engines (perhaps a small throttle for impulse and a big one for warp) -- throttle should be clean-cut looking and high-tech (not like in TMP in otherwords)
5.) The screen wouldn't be a ball or display a hologram. The screen could simply display a 3D view on the screen. The dials could be adjusted by the captain.
Engine-Room
1.) Adopt a basic set-up more like the Virtual-Dreadnought elite force mod
Like This:

with some ENT characteristics, and TMP/TWOK/TSFS graphics colors
2.) Ship should have multiple reactors
3.) Engine room should have seats at various station
4.) Corridors leading to engine room should not lead out beyond the physical space of the hull
NOTES
1.) The TOS engine-room is far more practical in design. A flat-floor is very useful in an engineering space as it allows a lot of floor space to fix everything. The Virtual-Dreadnought's reactor set-up allows a visible reactor and a spiffy power transfer conduit system; The reactor shown in ENT is less boxy, more clean-cut. Truthfully speaking I don't think it should be as round as ENT, but less squarish than Virtual-Dreadnought. There is really impractical to have the reactor set up so you can actually see the reaction going on inside it and it should definitely not look like a furnace. As for coloring, the TMP/TWOK/TSFS coloring would be the best choice as it would blend in with the rest of the ship...
2.) It is unwise to design a ship to operate so far away from home with a single-point of failure so crucial as the main reactors. Since in TOS there were at least two references of the ship having three reactors, I would put three reactors on the design. They could be arranged in a linear fashion (one behind the other behind the other). You would need three sets of power transfer conduits, one for each reactor feeding both engines. Some PTC set up which feeds outward and down (into the floors basically) which would be to the nav-deflectors would be useful as they need a lot of power.
3.) In TOS, there were chairs at at least some of the engineering-stations -- the refit should have the new chairs at all the stations like those on the bridge. Having no chairs in the engineering-stations is ludicrous: If everybody in the bridge gets rocked around, so does the rest of the ship.
4.) The entry foyer to the engineering room in TMP would not fit within the confines of the ships hull -- this is not acceptable.
Cargo-Bay
1.) Ceiling of cargo-bay modified as necessary to meet any changes in the engineering-room size
2.) The vertical-tubes for the turbo-lifts should actually be a little bit larger with the turbolift car not visible from the outside.
3.) Corridors added on some sides of the dock-hatch.
NOTES
1.) The engineering deck is above the cargo-deck -- modifications to the engine-room might lower the engine
2.) Truthfully the turbolift being lit looks kind of stupid. There's enough lighting in the cargo bay, and at worse case a ceiling light could be added
3.) The dock-hatch is one row out from the cargo-bay. A corridor could be fitted to run length wise down the ship. It could explain windows on the engineering hull.
CuttingEdge100
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