Perhaps your battle visualization could distort distances and the speed that time passes to make battles look (and feel) more interesting. I think that you wouldn't distort the distances within a fleet. But at long ranges, you would have the fleets look closer than they were, and you would speed up time by the same amount. For example, at missile range, you could reduce the displayed inter-fleet distance by 3x and make time go 3x faster. At beam range, you reduce the distortion, so the displayed inter-fleet distance is only shrunk by 2x and time is faster by 2x. Finally, at kinetic range, there is no distortion, and time runs at normal speed. (Of course, you probably want to smoothly transition between these regimes, not suddenly jump.)
This has some nice effects. At long range, when things are happening slowly, because missile reload times are so long, the action is sped up, to keep it interesting. At close range, when the fleets are practically in contact, and it is a melee, the action goes at normal speed. What you see is all the kinetic shots. The missile shots appear to have slowed down, but that it OK visually, because all the kinetic action is drawing the attention.
Also, by having the time speed-up equal the distance shrinkage, the rate that the fleets approach each other on the display is constant. For example, suppose the fleets are going a thousand miles per second, and one inch on the screen is 1 thousand miles when there is no distortion. Then when there is a 3x distortion, the fleet distance is 3 thousand miles per inch, but since time is sped up 3x, the fleets cover that distance in 1 second of display time. The fleets are always approaching at one inch per second of display time.
You could embrace the distortion in the display, by having a distance scale and a clock, so the user could see the distance scale change and see the clock slow down.