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Yes, well, vaguely original.

I'm currently programming a game in which you command a fleet of spaceships (plot yet to be determined :P)

What differentiates my game from other games that meet the description above (Even online, Gratuitous space battles, space pirates and zombies etc) are two things.

1) Realism of the environment:
Spaceships don't have a top speed, they have a top acceleration, assuming you stay at non relativistic speeds that is.
All objects in the game have mass, which gives them momentum and gravity.
Components of the ship can be damaged, allowing you to aim for weapons, engines etc.

2) Realism of controls:
You take on the role of admiral of the fleet (except the tutorial will likely be flashbacks to your character at different ranks so I can introduce concepts a few at a time.) This makes the game very different from, say, Space Pirates and Zombies, because you will rarely in my game think "I'm the admiral, but I'm gonna ignore what my fleet is doing and head to weapons control to take some shots" It is also very different to GSB, in that it will all be real time, allowing you to issue commands to your fleet that change their objectives and behaviour during the game rather than just at the start.