USS Voyager | Breaking down Star Trek Fleet Command's newest loop ship | Future PVE Giant?



USS Voyager is here @everyone and there’s coffee in that nebula! You’re gonna need the coffee because this thing has A LOT of steps. My lame jokes aside, there are some good things to like about Star Trek Fleet Command’s latest specialty ship. Yes, it has some weaknesses (it’s not gonna take on the USS Enterprise), but there’s some great long term potential for this PVE Giant

Topics covered:

1. USS Voyager costs & level locks
2. The Pros & Cons of Voyager and what value it brings long term
3. How it compares to other ships
4. If you have any game mechanic questions, feel free to drop those questions in the comments!

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50 thoughts on “USS Voyager | Breaking down Star Trek Fleet Command's newest loop ship | Future PVE Giant?”

  1. The research really helps the voyager. Warp range, damage dealt and cargo are crucial. Ultimately it will be great for this loop and necessary if you are interested in isolytic damage.

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  2. What about the 2 to 4 years its going to take to unlock the Field Training based on 100k Commerce Tokens… this entire loop seems overly complicated for little value back so far.

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  3. I'm still working on getting my Voyager to tier 2, research helps out, with increased damage to hostiles making it a very good PvE ship in the long run. Cargo space is annoyingly small as hitting one regular hostile is enough to fill the cargo bay. I do hope there's a reason in the future to fully upgrade the ship.

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  4. Cool ending there with the Lego set. Is there a certain pilot it’s modeled after? (Side note, looks like you’re missing a right side flap plate, but I’m sure you noticed that).
    Great info btw – probably going to be a month and a half before I get my Voyager.

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  5. Great video. Like all these one trick pony ships I'm not rushing to get it. It'll arrive eventually. And from everything I've seen the especially complex loop makes it even less of a priority. If I make the free 50 tokens to build it this BP I'll be happy. I just wished such an important ship in canon had been used better. Voyager deserved better.

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  6. Being free to play, just entering lv40. I only have enough free time and resources for one awesome combat ship and one awesome mining ship.
    I got research and building ontop of those goals.
    I'll be joining the long road for voyager.
    All your base belong to us.

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  7. as a ops 32 im working towards the free unlock BUT am in to rush. voyager just adds more complications and MORE grind. they took some grind away with exborg but then stuffed the 30s with event more specialty ships with more grind. amalg/fesha/titan/talios/cerritos/defiant all ships that start in the 30s. on top of that your working on faction epics. just TOO much in the 30s.

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  8. Hey Rev, Is the excels/charts/resources shown in vid available on your discord? I looked in the channel for the specialty ships and didn't see them there

    Good vid explaining an annoying loop/process

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  9. Thanks Rev! As always you are informative and bring some entertainment to the videos you post. As for my thoughts on the Voyager shop loop they follow.

    —I bought Voyager in large part because it was not supposed to be level locked and on my server in the Jellyfish event there is only one winner (No runner up bps) to give me that grinder. I did think the way the first two sections of the loop were cool until I got to the mining one. I will say it is not because of the mining (The voyager especially with the first research mines the nodes wicked fast and I don't mind mining) It encompasses all the hated parts of the other grindy loops in the game.
    *There system is covered by fog of war so you can't tell how full it is before you use up the token which are super hard to come by
    *The cargo is so abysmal that you can't even get an initial pull based on the number of warp tokens you get unless you use a cargo crew
    *The nodes are too small, too few, and despawn with a respawn timer. This means you can spend all day and not get enough mining for a pull
    Because the nodes are so small players bring 4 and 5* miners and even if we bring a PVP crew I could not take them with any ship I have at 39.
    *By the nodes despawing/respawing in a different place you have to watch for minutes hoping to see it come in before someone else gets to the node
    *The nodes seemingly switch at random from a uncommon to a rare mining node once emptied. This is made worse because they don't despawn to respawn until someone leaves the node. *If everyone was mining with Voyagers switching may not be as big a deal; however, because they are not, this means that even if you can get lucky enough to grab an empty node, you still may not come away with enough materials because of how fast the cargo fills up and there is no guarantee you will get the type (rare or uncommon) you need next.
    —Now that I have been trying to do this since the first day I have some thoughts any of which might make it better, some of which may not be great idea. At this point it seems like someone tried to get two interesting first parts then see how much suck they could cram into the last part taking things people dislike from every other part of the game.
    *5-10 times the base cargo for the Voyager at level 0 with the same progression (This would reduce the likelihood people used faction miners/amalgams/etc that take 9+days on a rare node.
    *Remove Fog of War (If we could see the system was full we could choose to come back later instead of wasting a warp token or just leaving our ship there hoping nodes will be free when we come back later)
    *Increase node count
    *Increase node size (small nodes aka data are annoying)
    *Remove the spawing behavior (one of the biggest complaints I hear for armadas is waiting for respawns)
    *Remove the switching behavior (I don't even know what that is)
    *Remove the tokens (This would remove the need to use larger ships. I wish it were common sense that a
    *Make the tokens only usable by a Voyager
    *Significantly increase the rewards dropped by the hostiles so you can walk away with the same amount of look either by mining or by dropping hostiles (At least this gives players a different option)
    *Remove the level lock and make it dependent on the ability to get the mats (this would also help beef up the cargo through upgrades)(Level locks are at least my most hated part of new ships)
    *Returns on all the refinery should scale up over time (even linearly) Currently the store options that affect upgrades reduce over time. Efficiency should get better as you get more experience/equipment/etc not worse. If they did, we wouldn't have intention mega-companies. (AKA one of the biggest player complaints I hear about the Augment and Outlaw faction stores.)

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  10. I've been playing on PC and downloading Steam games on sale.. revisiting RDR2 again… all MUCH MORE FUN THAN STFC. And I've been playing daily for 2-3 years.. only to stop caring about STFC and losing more and more interest with each new Scopely money grabbing gimmick.

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  11. You convinced me Rev to not really bother with this ship. My game play is limited, so I might as well spend it doing what I enjoy doing then trying to do a convoluted time wasting event. Just going to be hard to give Scopely anything higher then a D this month.

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  12. Thanks Rev, Still yet to get mine though it is at least less painful to get then some of the other niche ships. I'm still grinding for the Titan-A and Defiant so I am in no immediate rush for it.

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  13. I still think that the "find a player base location" is the most broken and worst thing that has come out so far. I do see a prospective of, the whales have to be kept happy. So lets give an overpower thing to them and lets make the other players spend more time in the game hostile grinding or Armadas that are crap but necessary to get required loot, that somehow ties to some B.S. refinery that gives just the barest reward, to gain an even slight advantage for the common player. My thoughts they should have use relocation tokens for that and made it a station building that by lvl 60 could give the the system. Otherwise the scan would give you a warp range number, hell that would be better than "let's just give you there address". What's next? One click you get all un protected resources including gas, ore, crystal, iso, borg nanoprobe, Latinum and whatever else you had laying around.

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  14. Nice show lots of INFO about ship
    To me I do not like PAY TO PLAY IT SUCK
    If this was PC game like CALL OF DUTY or DIADLO 4 I would nor mind long hrs playing or spending money on game
    But this game CELL Phone Game something to play at work or waiting to do something
    This Voyager is ONE TRICK PONY to much to do for this kind of ship
    If this was Fattion Ship then be ok like Enterprise 😢

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  15. Voyager could have a cargo hold of 10million, doesnt matter for refines if there aren't rare nodes to mine. I flown into 2 FSEP systems multiple times to find no rare at all! Or the 1 rare there is occupied by a nova. Need more nodes, not flippers, need more mining systems

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  16. I think you missed the biggest part of Voyager, its 5-5-9 firing pattern. It is not a PvP ship but it can be a great armada ship because O'Brien can double it's high number of shots fired. While it's base damage is low, if you're relying on someone like Tyler for damage (assuming someone brought Burning), you could easily end up to top damage dealer because you're hitting so many times.

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  17. I am NOT a fan of the astrometrics scan feature. Granted there are some annoying gnats who snipe my miners now and then (and yes have been at war for 3 years) BUT this feature will likely only benefit the whales. I personally don't sweep miners but someone snipes mine…. whatever. I am OP46. Would it be worth my time to scan and locate a lower ops player much? Maybe…. really only if I can 1 shot their base or mark it and catch them offline. Is guerilla tactic like sniping my miner a valid tactic.. yes for smaller players that is what they can hit. Now the whales?…. I expect some serious one shotting of bases and crushing of returning warships using this feature. As a midlevel player… won't do much for me, but I expect to get smacked by some whales in your alliance. I can also see low and midlevel players simply spotting bases for the whales in their alliance to go smack. I think this feature takes tactics away from smaller players (like realta burning) when that may be all they can do

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  18. Oh ops locks Cry but thanks so much for the video! I'm always very interested in what Tier everyone advises getting these specialty ships to. Such a fine balance of pros and cons.

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  19. Full Agreement with davidmorton, although I did buy it. They really need to take some of the pain out of this ship, because it is a great ship – just not in STFC. And not just because of the cargo issue. It needs to be easier to use. Plus, now that I have it, I don't see a Daily Gift of the stuff you need to make it really good, like you do for the Cerritos and the Titan.

    Reply

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