Kind of a campaign system, yeah. I was actually going for a "players playing the game around the world send in their results, just note the wins and losses down at first, cap at 1000 battles, the rest of the battles in that war unfortunately had no effect on the outcome. Specific battles are added as a summary in the timeline as time is available" kind of deal. But considering the odds of it catching on is low (for one I don't consider myself a good modeller) I'll throw in a campaign system for it. The campaign system should be fairly easy to separate from the tabletop system on most accounts. The difficult bits is where the strategic elements interlock with the campaign system. It's pretty simple though. I'll just throw an example in (writing it up on the spot):
Strategic advantage: Infiltrators/Mutiny. Cost: x points.
Rules/Description: Infiltrators have take up key positions in one of the enemy fleet's ships. At a given signal (declared by the player during one of his turns), show this advantage to your foe and roll. Add x to the value. Remove relevant factors (such as ship defenses, counter-intelligence strategic factor, et all) from the result, and compare to the ship's Command value. If above, the ship now has a Command score equal to the amount the score was above the original Command. It may be controlled by flag ships as per normal.
(You buy it with points as a card and keep it upside down. There may or may not be limits on the number of strategic advantage cards you may have).