Star Trek – Fleet Command – 2 Unreleased Buildings Discovered



So! In this video, we go over a goof-up from scopley marketing and released a video showing off / giving us the idea of what the buildings actually are!

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17 thoughts on “Star Trek – Fleet Command – 2 Unreleased Buildings Discovered”

  1. I want a building that each level gives you a warp range. And as you level up the building the warp range goes up.

    What’s the warp range for? To fight the fog of war. For systems within the warp range of this building, no more fog of war, you can just see in them.

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  2. im wondering if it to do with alliance building i think scopely need redesign the interior its been the same for so long like constantly playing one game sometimes nice to change it up

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  3. If it's not already in the game yet the function of the original buildings either didn't work properly or somehow messed with the economy in ways they didn't like.

    I suspect the entire station was built initially, with all those graphics showing a completed station, after all they wouldn't want to show gaps in promotional material, but whether they are coming later or not is a different matter. I suspect that those gaps will be filled relatively soon, we have had several new buildings recently, so this is one way of adding content.

    To be fair, all of the buildings added since the initial release have been rather good, well designed, added something useful, and make for a more interesting game. I'm sure they will figure something interesting for us in the next 12 months!

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  4. Busy night, Seems cool I was wondering how they will handle new buildings once they fill up the station. Honestly I feel making the holodeck to have a physical presence in the base is a waste of space it could have been "installed" in your ops building.

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  5. I want a building that handles system/tactical/scout probes.
    Allowing us to send a probe (not taking a dock) in a system so that we do not need to waste a ship to remove the fog of DS. For example, sending the feesha in DS is annoying. If you do not want to waste a dock for a ship to stay in the system, you need to send the feesha in the system and then, once arrived, select a node… this is very cumbersome and time-wasting…
    That building should have levels to handle the warp range of the probes and number of probes (that number needs be minimal to not be game-breaking). I would not expect probes to have much in terms of offensive (if any at all), but they should be destructible (and be able to cloak too) so people can remove "scouts" or "spies", and not count as a ship in territory capture…
    There is so much that could be done with drone probes… and obviously, probes do exist, we kill the Borg ones every day… 😉

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  6. this game came out when another game was very popular Vega Conflict. I would imagine that if you look into the stuff that they did up until about two years ago that would give you some insite into the way the game was origionally designed to be.

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