Set three years after the events described in Star Trek Beyond the USS Enterprise has completed her first five year mission and is in spacedock to be refitted.
Meanwhile, other starships have been constructed and have begun explorations in deep, uncharted space. Among these ships is the constitution class starship USS Exeter NCC-1671. Under the new command of a captain who is still inexperienced but yet has proven himself under fire and a crew that range from experienced to downright nervous and afraid about taking on a job in space.
What awaits the crew of the USS Exeter as they navigate throughout the stars as they try to uphold Starfleet's mission of peace and exploration yet while proving to themselves, and Starfleet that the crew are capable to face whatever challenges lay ahead.
IMPROVING THE SIM UNIVERSE
Let's face it; despite all that one can say is good about the J.J. Abrams' version of Star Trek, there are many things that are obviously wrong. In the three movies, there are scientific errors, technological absurdities, canon mistakes, bad plot elements, inconsistencies, contradictions and blunders that we should not feel bound to accept in our own stories. Orci and Kurtzman may have proven themselves inept writers and voluntarily ignorant about what Trek truly is, but we are not required to live with their lazy incompetence. Like any Starfleet officer, we can strive for better.
Therefore, here is a list of things from the movies that have been changed for our sim. Please keep these in mind when writing on our stories.
There will be an OOCly (Out Of Character) and ICly (In Character) reason given for each whenenver appropriate.
Consult this list often as it is subject to additions, adjustments and changes as we explore and define our own Roleplay universe.
APPROVED CHANGES IN THE SIM VERSION OF THE NU-TREK UNIVERSE
1- REMOVING MAGIC FROM SCI-FI
Many elements are simply pure fantasy relying on plain magic rather than science.As best as possible we will ignore those in order to remain a sci-fi adventure. If anything looks like magic (in example Q) it is at least explainable through some scientific concept (Q is a being as evolved from us as we are from amoebas). This includes:
1.1 NO RED MATTER
OOC: This absurd magic potion with unexplainable and inconsistent effects does not exist anymore.With this superweapon, the UFP would become an unstoppable conquering force and thus destroy the very idea of it being an ideal, moral cosmic society.
IC: It as been brought by Prime Spock who is the only one knowing the formula and is now dead, never to reveal it's secret. Since it was created by Vulcans in a future that no longer exists with the destruction of Vulcan, it will never be created again.
1.2 NO SUPERBLOOD
OOC: Another magic potion that can bring back the dead. If true, it would turn the UFP into a vampire society draining the blood of the Khan supermen to make everyone immortal, destroying the very fabric of the Trek Utopia.
IC:The Augment virus only worked on Kirk because his unique compatible DNA was still irradiated by his exposure to antimatter and ONE tribble with a mutant gene and only once. It is genetically incompatible with any other life form and therefore unusable for any useful pupose.
2- CORRECTING SCIENTIFIC ABSURDITIES
Science fiction is fiction based on actual science. Bad sci-fi uses bad or no science. Good sci-fi makes an effort to use science as accurately as possible even when being wildly speculative. Star Wars is not sci-fi; it doesn't care at all about science to tell it's (samurais in space) stories. Star Trek IS sci-Fi; real science is part of it's setting and often the very story itself. Therefore, good sci-fi is what we aim for.
2.1: FORGET FASTER THAN LIGHT AND GALAXY THREATENING SUPERNOVAES
OOC: There are exploding stars in our galaxy every day and they do not defy the laws of physics
IC: the Hobus star destruction and subsequent devastation had been a subspace weapon experiment using Iconian technology barely understood that had gone wrong.
2.2: FORGET TRAVELLING THROUGH OR OUT OF BLACK HOLES
OOC: A black hole is a collapsed star, not a hole you go through. Anything entering it is crushed to oblivion. Anything too near it's gravity pull will never be able to escape it.
IC: The Narada and the jellyfish went through a WORMHOLE accidentally created as the artificial black hole of Spock connected briefly with the moving endtail of the Barzan wormhole.
2.3: MIND THE LAWS OF PHYSICS
OOC: In a lunar orbit, you will not fall to Earth anymore than the moon does.
IC: The Enterprise and the Vengeance fell because the momentum from their engines sent them into reentry distance before going offline.
2.4: MIND COSMOLOGY
OOC: Space is huge; you cannot magically travel the roughly sixty light years from the closest point of the Klingon border to Vulcan in one day or the 16 light years between Earth and Vulcan in minutes (see warp speed below and our official galactic map)
IC: the time scale given was not in standard (Earth time) but some other alien-based huge orbital time reference (like the hundreds of years of Pluto's orbit).
2.5: MIND ASTRONOMY
OOC: An ice planet can not be in the same orbital path as a desert planet and the name of a planet is not random: Delta Vega means the fourth planet (Delta)orbits the star Vega, not 40 Eridani A where Vulcan is located.
IC: There is no way storywise to explain this away except that everyone was on drugs at this moment.
2.6: MIND BIOLOGY
OOC: When a huge predator brings down a big local prey, it doesn't go for a smaller alien one. Alien hybrids (like Spock) can only result from advanced genetic manipulation, not mere sexual intercourse (if at all possible).
IC: Spock was indeed conceived in-vitro and the alien monster attacking Kirk makes no sense.
3- CORRECTING THE TECHNOLOGICAL ERRORS
Sci-Fi in general and Star Trek in particular rely heavily on the portrayal of a technological future that is beleivable and consistent. Anything that flies in the face of logic and realistic speculation or makes the very setting obsolete should be disregarded. If tech becomes magic, stories become fantasy at best, ridiculous at worst wtih no beleivable restraint on lazy plotting. Therefore we should get back to reality and/or canon details to make it so
3.1 WARP SPEED IS NOT LIGHTSPEED
OOC: warping space to circumvent Einsteinian physics is a factual theory. Hyperspace is pure fantasy. Star Trek uses warp speed, not tunneling into an other dimension to shorten distances.
IC: what we see on the windshield of the ship is the chaos human senses cannot decipher when moving beyond the speed of light. What we see on a viewscreen is what a computer linked to sensors renders intelligible for the crew's senses. Contact with outside space is not lost.
3.2 TRANSWARP BEAMING IS A FAILED TECHNOLOGY
OOC: travelling instantly between planets makes the Trek universe null and void, all it's technology obsolete. The basis of Star Trek is starship travel, not stargating.making it portable is even more nonsensical and solves instantly and easily any problem in a story. Moreover, transwarp is a propulsion principle, not a teleportation principle.
IC: using the analogy given by Scotty (alleged inventor) using it is almost always fatal and next to impossible to implement successfully. It is therefore rejected as a failed technology.
note: the range of standard transporter is 40,000km and does not require an unmoving target; when beaming down to Earth, you are beaming on a surface moving at 1675kmh!
3.3 HAND COMMUNICATORS DO NOT WORK OVER LIGHT YEARS
OOC: like transwarp beaming, this kills stories and the Trek universe because help and counsel can be called parsecs away, captains looses lots of responsibilities and travelling the stars to discuss with other civilizations becomes meaningless.
IC: Another absurdity that cannot be explained away.
note; the range of a hand communicator is 5.2 AU or 5.2 times the distance of Earth from Sol or 748,8 million km, roughly the distance between the sun and Jupiter.
3.4 PHASERS ARE NOT BLASTERS
OOC: The PHase Amplification System by Emission of Radiation produces a continuous beam, not a spurt of energy like a bullet.
IC: what we see on screen were the more primitive 22nd century Phased Pulse Weapons
note; ship phasers have a range of 300,000km and generates 2.5 Megawatt of energy, powered by the impulse reactors. They too can be set to stun, heat and disintegration levels and narrow or wide dispersal pattern like hand phasers
3.5 SHIELDS STOP ENERGY AND MATTER
OOC: Star wars shields only stop EM; Star Trek shields are gravimetric and first and foremost stop matter (like the much weaker deflector field) but can be overwhelmed by excessive energy output.
IC: shield technology was still rudimentary by the time of Nero and could fail if power fluctuated. This deficiency is now corrected with the USS Vengeance test of tech improvement.
(note; ship shields are made of 6 moveable grids of 137.5 Mw (total 1650Mw) protect form 12% of the EM spectrum, powered by the warp or impulse and can be reinforced by adding impulse and/or deflector dish pulse)
3.6 TORPEDOES ARE LAUNCHED FROM THE FRONT (POSSIBLY BACK) NOT THE SIDES OF THE SHIP
OOC: Hence why they are called torpedoes and not missiles.
IC: the Khan torpedoes were in fact modified lifepods and thus launched from the ship's escape pod berths.
note; photon torpedoes have a range of 3 million km and a variable yield capability between 1 and 25 isotons (between 64.4 megatons and 1610 megatons) can be automated, remote or manually directed,detonated and disarmed). rate of fire from a Constitution class is 1 per tube and there are 2 tubes facing forward.
4 - CORRECTING CANON BLUNDERS
The recent movies, because of ignorance, lack of interest, laziness, sensationalism and the desire to do as they please for the sake of newness and profit, basically threw out the window everything that came before it. Although there was room for improvement from the original to be sure, most if not all changes were at best worthless and at worse damaging to the quality of the Trek universe. Using the following corrections will allow us better consistency and less incoherence in our own sim.
4.1: CORRECT SIZE OF CONSTITUTION CLASS STARSHIP
OOC: 289m long, 127.1m wide and 72.6m high with and 21 decks and a crew between 400 and 500... not 800m+ long and a 1000 crew just because aN FX blunder made the shuttlebay toO big in one sequence.
IC: no explanation needed. Nothing said in movies and only the inept producers blowed the ship to absurd proportions to defend the FX mistake instead of admitting it.
4.2: PRECISE AND CORRECT WARP SPEED
OOC: Instead of being inconsistent and vague, not to say unrealistic like «lightspeed» or «jumpspace»
Warp speed is well defined as c factor squared (c = speed of light); thus warp 1 is 1x1x1=1c or the speed of light; warp 2 is 2X2X2=8 times the speed of light... and so on to warp 9 being 9X9X9=729 times the speed of light. There can be further increments (ex: warp 9.6) but warp 10 is infinite speed = being everywhere at the same instant and therefore impossible to attain or surpass. (there is however the possibility later of transwarp speed which is warp speed squared, making Transwarp 1 being w1Xw1Xw1= 1c = warp 1, transwarp 2 being w2Xw2Xw2=8X8X8= 512 times the speed of light = warp 8, transwarp 3 being w3Xw3Xw3 = 27X27X27= 19,683 times the speed of light(!)... and so on and transwarp 10 being the new absolute treshold. Transwarp however becomes experimentally factual in 2270,
IC: all ships are using conventional warp speed although engine technology. We can accept the idea that it was enhanced from the prime timeline (although the reason for this is unknown); instead of having cruising speed factor 5 and maximum speed factor 8, the 23rd century Constitution class is able to do the same performance as the 24th century Galaxy class: cruising speed warp 7 and maximum speed warp 9.2 with emergency speed up to 9.6 for 12 hours.
Note: this means that the Federation will make no progress at all in the next century unless transwarp or other radically different propulsion tech somehow become successful...
3.3: CORRECT LOCATIONS AND DISTANCES
OOC: In the movies, the galaxy absurdly seems to measure but a few parsecs and contract and stretches to the whim of the screenwriters. Let us be more consistent and realistic, as the Trek universe is heavily based on our real universe, not some imaginary one.
IC: The time, distance and locationreferences given are based on other sources than standard earth data, hence the confusing information we, 21st century Earthers blunder with.
note; see the official galactic map for or Sim
3.4 CORRECT STARDATES
OOC; The movies call stardate mere Gregorian calendar dates instead of being the actual time/space reference it has been intended to be originally.
IC: consider that they were giving the date, not the stardate
note: there is an excellent TOS episodes stardate available here:
an a calculator here:
3.5 CORRECT RACES
OOC: Orions are not part of the Federation (because they practice slavery)therefore there are no Orion Starfleet officers; Ferengis, Trills, Betazoids, Gorns are unknown; Romulans are unknown Vulcan emigrants but isolationists and Klingons are enemies of everyone.
IC: the girl bedded by Kirk is the rare Orion refugee and rarer still Starfleet cadet (the only one most probably). The Nero Romulans are Reman/Romulan hybrids and no one knows still that they are an offshoot of the Vulcan race. All the aliens seen are minor species of the Federation.
note: as much as possible, we should use the classic Trek aliens (Andorians, bolians, Caitians,Denobulans, Edoans,Saurians, Medusans, Tellarites etc) and not anonymous, undefined BEM refugees from the Mos Eisley cantina.
3.6 CORRECT LAWS, RULES AND REGULATIONS
OOC: no need to make it up out of laziness; they're already well established. General Order 13 for example is not at all an evac order or protocol. General order 35 specifies the circumstances for evac and specific protocols are given in the regulations.
IC: Refer to the references below:
General orders, Starfleet rules of Engagement and Starfleet regulations: