Yeah, I'm thinking about it too (that's how it worked before I decided to go fancy and simulate every single ship). Definitely the old "stacks fire at each other and kill X enemy ships" worked quite fine.
That's not quite what I meant. The damage inflicted is determined by the victory outcome, the weapons and ships numbers tallied are more for skewing the percentages to alter the outcome, but the actual losses are calculated by the victory outcome. For example, a Minor Victory could result in something like a random spread of 10-25% casualties for the victor, and 10-35% casualties for the loser, Total Victory could be something like 0-10% casualties for the victor, 75-100% for the casualties, etc. (and a casualty could be either a total loss of the ship, or just heavily damaged, etc) The nice part about that kind of a system is that it should provide more routs and retreats instead of the somewhat robotic and artificial total destruction scenarios than some of the other 4x games out there. It's an attempt to simulate maneuver, ranges, tactics, morale, etc, without actually having to delve into huge detail about those things.