Combat Code is coming along great and is definitely ready for Roleplaying combats. Here is a sample screenshot of combat status page and a round of combat.
There is a fair amount of tactics involved in the system. Damage to various components now affects a ship's ability to fight including reduced ship agility and missiles failing to fire. Shields get weaker the more times they get hit, and armor must be worn down to damage components. There are also 5 methods to neutralizing a target including cockpit kills, crippling damage, and various ways a ship can blow up. You can call your shots to focus on a damaged side, and stances allow you to define how aggressive or evasive you fly each round. Missiles have distinct abilities such as FF missiles ignoring your combat stance and HS missiles doing more damage but are more easily spoofed. In addition, DFs ignore the target's ECM skill and rely on your gunnery and piloting skills to hit.
Additionally, the code easily handles many enemies at once with commands that allow the combat's GM to do team targeting for the NPCs with weapons and targeting being randomized semi-intelligently. This code will be improved over time to implement basic AI that changes stances based on the situation, target damaged quarters of targets, and possibly even use teamwork to focus on wounded ships.
Capships are the next on my task list to allow for more involved combat scenarios involving turret batteries, suppressing flak, torpedo runs, and escort missions.