Well, that doesn't mean realism needs to be the deciding factor. I'll use that Valve quote again, because it's so pertinent, and because I like it so much:
Realism is a tool, not a goal.
A distinction I started making back with Aliens and Star Wars is between
realism and
believability.
For example: the starfighters in Star Wars pitch, swoop, and bank as they travel through space. They produce fireballs when they explode. None of which is at all realistic because it breaks the laws of physics. It would never happen, yet that was an entirely appropriate way for them to behave in the movies because what Lucas was aiming for was a fantasised version of WWII dogfighting, as would have been familiar to moviegoers of the late 70s. Not just the physics of it, but the drama. But those starfighters also looked more believable than the art deco chrome pinnacles of the Flash Gordon era rocket ships. They were grubby. They needed refuelling, and repairs. So are x-wings realistic or not?
Something else all the SW ships have, and share with the even more 'realistic' Nostromo and Sulaco of the Alien movies, is linear gravity. It's a practical concession of course, because you just can't film that much without it. But it also works to keep the events in a realm easily engaged with by the viewer, in a way that the Odyssey from 2001 ( with its shot dedicated specifically to this reality ) does not because it uses centrifuge to create gravity. Linear gravity is far more believable, but it isn't remotely realistic.
And both the Nostromo and Sulaco use some sort of nuclear reaction premise to travel faster than light speed. Again, not at all realistic, yet other aspects of their designs make them closer to home than those in the SW universe. They don't embark on exciting adventures with the
whoooosh BOOM of the Millenium Falcon or Enterprise. Instead, the Nostromo and Sulaco are presented as moving more like objects of industry than magic - they plough, heave, or grind their way across the interstellar distances. And even at FTL speeds, they take long and intentionally tedious passages of time to get there, necessitating cryogenics for the crew. This makes the experience far from swashbuckling, and much more like the mundane rigmarole of blue-collar work. That's something that anyone who has ever worked in a cubicle, a warehouse, a factory floor, finds incredibly believable as a human experience. But as far as the laws of physics are concerned, it's not really any more realistic than hyperspace.
How much realism do you want? And where do you want it? It may be best for your map to have relatively realistic girders and similar supporting structures, but still raise a middle finger to the laws of physics and depict linear gravity ( especially since anything else isn't going to work in the Quake engine ).
And just what is the plausibility missing from current games? Do you mean concrete and sniper rifles? I hope you're not suggesting that making a game's style more realistic automatically makes it better, cause if you are I think I shall have to call you mean things. Sarcasm may be employed.
Would you rather play D3 DM instead of TF2 CTF? If not, why not? And if so, do you think you can actually find enough people who agree with you to fill a server?
You're considering invading aliens, and even suggested the idea that they be hyper intelligent bacteria. Is that really plausible? Does it matter? It depends on what you find plausible and, more importantly, what your audience will find plausible.
On the issue of realistic spaceships, some things you might want to look at are:
Ron Cobb, the man most consciously responsible for introducing technical realism into scifi. He designed a lot of stuff for SW, Alien/s and subsequent movies. Working on Alien he described himself as "a frustrated engineer."
http://www.roncobbdesigns.com/Welcome.161.0.html
The Colonial Marines Technical Manual by Lee Brimmicombe-Wood
http://www.amazon.com/Aliens-Colonial-Marines-Technical-Manual/dp/0061053430
My Aliens page about the Sulaco
http://kell.leveldesign.org/aliens/
This is Kell, last survivor of the discussion, signing off.