So when armour starts to take damage, the rp can comment about the ship hull shaking. Also once it has been penetrated, then they can start removing hardpoints in damage. This can be done by the defender, though they have to choose hardpoints based on that side that is being struck. So guns, cargo, shuttle bays and deflector shields could go. Though if the rear of the ship is being struck, they have give good reason why it`s not the ship's engines, since they are a big target. This is where things like fighters and bomber come into there own, as they more likely to get into the rear of the ship and do crippling damage. Also would give rise rping formations, as this would prevent ships from being shot in the rear.
So a base idea for power ranks would be this,
point defence weapons = 1/4 dam (I shall assume each fighter has two of these)
standard turbo laser = 1 dam (They can't target fighters)
heavy turbo laser =1.5 dam (this would damage armour)
Torpedoes and missiles = 3 dam (but can be stopped by pd weapons, chaff or ew)
Heavy missiles and torpedos = 5 dam (but can be stopped by pd weapons, chaff or ew)
Long range means they can shoot from round two, for half dam. Until they have closed the gap, then they are just same as normal.
ion cannons would disrupt the shields in the next round, but can't damage the hull
so you don't do any damage, but carry over anything for next combat phase
this bit can`t be rped out by mentioning get more power to deflector shields
Adding power to deflector shields can be done, by stating where your routing power from
i.e.
Sabrina ship was being hit hard by ion cannons, she turned to the her captain Route power from rear deflector shields to forward shields, and get them stabilized asap! Her voice had sense of urgency in it as she feared with her forwards shields, she soon become dead in space...