In an effort to bring more strategy to the combat side of the game, how about the ability to target various "subsystems" of a target ship with the intent of disabling it (temporarily speaking).
Similar in concept to many space MMO/RPG's, where by targeting weapons you can reduce/eliminate hostile fire while they make repairs. Targeting engines/power results in the enemy no longer moving, and becoming easier to hit. Hit their shield generators temporarily knocks out their shields. And so on, and so forth.
Rather importantly, so this doesn't give even more of an edge to the online player, you should be able to set a priority list of targeting so when you are offline, your ship will follow a list of subsystems to fire at defensively. Another extension would be to extend this to planet defenses & weapons. Try to attack a planet, and the planet may try and knock your guns offline. Don't notice in time, and you just failed your invasion because your attack dropped to nothing; because the planet guns knocked yours offline and no longer contribute to your attack.
Durations may need to be adjusted, but personally I think it should be severe enough to actually affect a fight, not just like right now where if you can cleanse just about every debuff and finish any kill (except someone who uses Halcyon traps or Calming Amps)
Target shields = no shields for a time (possibly until you have a forced refresh of Galaxy Legion, so you would have to find that enemy again to have shields during the fight)
Target Weapons = target loses most/all of their offensive firepower
Target Thrusters = target loses most/all of their mobility, and takes more critical hits
Target bridge = target loses their organized targeting, so a massive loss in hit ratio (guns would go to local mounts, firing without organized fire plans)
Target Cloak = similar to thrusters, since cloak has a low effect on critical hits
Target sensors = similar to hitting bridge, target loses hit accuracy because they are now blind
Thoughts, opinions, suggestions?
Edit 1: reason I suggest cloak/sensors playing a role is due to fights like in Star Trek Nemesis, the Scimitar warbird fires disrupters while cloaked. And they utilized strategic decloaking and combat braking to gain a tactical advantage.
Fight scene relevantEdit 2: Now, also for balance purposes, we'd need 2 changes to combat:
1) the ability to outright miss a target, not guaranteed damage every single time you click
2) because you are focusing firepower on specific subsystems, your ships overall attack damage will become lowered (you aren't blasting away at any shot you can take, thus all guns are not cycling as fast as possible