That's what I expect to happen in space battles by using acceleration drives (against speed ones, with chieve constant speeds, as warp drives would be).
I've often compared with medieval jousts, where the knights rode against each other, made their lace attack and stoped at some distance for anothr pass (of course, unless hteir opponent was down).
This depends on the weapons and ship designs, and on whether or not the players grasp good tactics.
In Attack Vector: Tactical, the "baseline duelists" are the Wasp, armed with devastating short-ranged lasers, an the Rafik, armed with less powerful, but faster-firing, medium-range lasers. The Wasp is a "trash can with a cast iron lid" (in J.D. Webster's immortal words): it's a cylinder with very heavy nose armor and paper-thin flanks. Its heavy lasers have very restricted firing arcs. The Rafik is a spheroid with lighter, but more evenly distributed armor and its lasers have much wider firing arcs (although they don't overlap everywhere, particularly way off on the flanks.
Inexperienced players will charge in, or drift in, exchanging fire with few possible tactics apparent. But that's a sucker's game for the Rafik. The Rafik needs to thrust *laterally*, turning the approach into a slow spiral, so that it can fire again and again before the Wasp gets into effective range (the Wasp really needs to get to point-blank range because it can't afford to waste the limited power that it has available). Once you get this down, then the *real* tactics begin.
What you don't see in this sort of spiral is a high-speed overshoot. Most of the Rafik's efforts are focused on keeping the closing rate down. The Rafik will often choose to thrust increase the overshoot rate at the end, to ensure that it doesn't get stuck at point-blank when the Wasp's lasers cool it can fire again (assuming that it gets enough batteries recharged).
In Squadron Strike: Traveller, you're going to see these sort of tactics used against the Aslan with their heavy plasma/fusion batteries that are also short-ranged. Spinal mounts complicate the question, but you're going to find that they work much better at long range than a short range due to plotting and their very restricted firing arcs.