Solo4114
Master Member
It worked in Trek because they could track the ships in warp since all of their sensors and comms all work faster than light so they could detect something they're chasing dropping out of warp and drop out of warp shortly after. Of course this doesn't mean that they won't overshoot their target but probably not by all that much.
Right, that was my point. You'd blow by them, but "blow right by" means, like, several hundred lightyears away, rather than just, say, several hundred feet.
This happens with all shows, even non-sci-fi shows, it's a matter of keeping the action on screen, it would be much less interesting, or at least it's felt, that it would be less interesting if all of the action happened at realistic distances. But if you want to see something like you describe then watch the first season and half or so of Andromeda, I don't know about later seasons but they did a good job of this in the early seasons. Combat was done at long distance and you never actually saw the enemy ship except as plot on their screens along with their weapons. It was sort of like sub warfare in old sub movies where you see the captain tracking torpedoes with a stopwatch, calculating how much time until impact, they did the same on Andromeda where you saw them track missiles and timing how long until the missiles reached their target.
Yeah, I think you could heighten the drama of situations like that, but it's not something that I would expect many execs to be interested in right now. It'd work better for, say, a lower budget affair. But for big-budget sci-fi, I mean, half the point is to show LASERBEAMS and SPACESHIPS and SPLOSIONS and such. The visual spectacle of these two ships duking it out is why you have an F/X budget. But not knowing where the enemy is? Relying on, I dunno, acting and competent writing to convey a sense of drama and tension in a scene?
How are you gonna sell $15 tickets for 3D showings of THAT to 12-24 year olds?
In seriousness, though, it strikes me as a wasted opportunity, and something that could still be made to look really, really cool (and warrant an F/X budget) if you wanted to do it that way...or you could adopt the "less is more" approach.
That's what the "navigational deflector" is for, to sweep debris out of the ships path.
Which, I assume, is powered by phlebotinum, yes?
In all seriousness, you can invent a device that explains this stuff away (e.g. "inertial dampeners" and "navigational deflectors" and such), but ultimately, you're right back where you started with fantastical devices that aren't actually scientific in nature.
WHICH IS FINE. There's NOTHING wrong with that for storytelling purposes. It's only when you take the stance of "All our science is real" that the phlebotinum-powered flux capacitor, which allows the ship to maintain structural integrity while flying, instead of having the warp nacelles themselves just tear off and fly away on their own, becomes a problem. And, for that matter, not even really a problem, per se, but just something that calls more attention to itself because you've spent so much effort trying to make everything else real.
I think what's more important for storytelling purposes is that you create a world that is internally consistent with whatever rules it's established. So, ok, you have a world with magic, but that magic has rules. Fine and dandy, but now you have to abide by those rules and/or break them only for the sake of drama, not for "deus ex machina" solutions.