Been watching a few videos about the early days of the Star Wars project and got thinking about how it could have been different...
So, it's 1974 and you've just been hired by some oddball Yank director called George...something-or-other to do concept art and/or models for his whacky new space movie called 'Star Warriors', or something like that anyway: the script's being re-written every week at the moment. What are your ideas?
Note: don't get hung up on the names things were eventually given: the names followed the designs, not the other way around. Your Rebel Fighter isn't necessarily going to be called an 'X-Wing' yet so there's no requirement for it to have an 'X' shaped configuration.
The Brief:
The movie is to have the visual style of 2001, but with a fast-paced adventure feel more like the old Flash Gordon series, mixed with dogfighting scenes inspired by old WWII movies. Spacecraft are therefore striking geometric shapes, with lots of detail and weathering to make them look like realistic hardware, and no concessions to aerodynamics (force fields will take care of any pesky air they encounter). Pointy, finned rocket-ships and flying saucers are definitely out.
The latest draft of the script envisages seven spacecraft types:
1. Rebel Courier Ship. This is a small warship, equivalent to a naval destroyer or frigate, which is captured by an Imperial capital ship (see below) at the start of the movie. Key requirements:
Small enough to be easily overmatched by the Imperial ship.
Large enough crew to resist a boarding action for a matter of some minutes.
Large enough interior for some drama involving running, hiding and secret meetings.
Equipped with escape pods capable of getting at least two survivors down to a nearby planet.
2. Imperial Capital Ship. A huge, imposing warship, capable of overmatching the Courier Ship. Basically a cross between a battleship and an aircraft carrier.
Key requirements:
Imposing appearance.
Large size.
Lots of firepower.
Lots of fighters.
Docking bay capable of holding the Courier Ship.
3. Smuggler Ship. A small 'tramp freighter' used for smuggling and other illegal activities by some of the major characters. Has a performance that belies it's battered and ramshackle appearance. Key requirements:
Small and agile enough to win a fight against a handful of fighters.
Enough firepower to hold off/defeat a handful of fighters, some of it possibly concealed, Q-ship style.
Big enough to hold a visible legitimate cargo and a concealed illicit cargo.
Big enough to act as 'home' for half-a-dozen people for an extended period.
Spacious enough interior for quite a bit of drama.
4. Planet Killer. A huge ship/station that can literally blow planets up. Key requirements:
Enormous size, such that it can credibly hold a planet-killing weapon.
Huge variety of interior settings: effectively a city in space.
Huge amount of firepower and fighters.
Docking bay capable of holding the Smuggler Ship.
5. Imperial Fighter. A small cheap, expendable fighter that the Empire can build in vast quantities to protect it's capital ships from being swarm-attacked. For reference, think of a Mitsubishi Zero: agile but fragile. Key Requirements:
Single pilot.
Small size.
High agility.
Just enough firepower to take out an enemy fighter.
No protection or armour.
Fragile appearance.
No FTL drive.
6. Rebel Fighter. Since the Rebels' main problem is recruiting pilots, their fighter is the antithesis of the Imperial one: it's a big, capable 'Cadillac' of a ship, semi-self-repairing, with FTL drive and lots of capability. For reference, think of any US late WWII fighter such as the Hellcat, Corsair, Thunderbolt or Mustang, as compared to a Zero. Key Requirements:
Single pilot plus a small robot for self-repair.
Medium size (for a fighter).
Enough agility.
Plenty of firepower to take out an enemy fighter and maybe damage a capital ship.
Plenty of protection in the form of armour and/or force fields.
FTL drive.
7. Rebel Strike Craft. A large, relatively sluggish 'fighter' whose job is to carry heavy weapons capable of taking out a capital ship. For reference, think of the Mosquitoes in the film 633 Squadron or the torpedo and dive-bombers in any WWII carrier action.
Two human crew.
Large size (for a fighter).
Relatively poor agility.
Plenty of firepower to damage a capital ship, plus rear defence guns to protect it from fighters.
Plenty of protection in the form of armour and/or force fields.
FTL drive.