Just got an idea how to make „failure sequence“ (I think) a lot better. Meaning what happens when you all die / lose the ship. Right now, the ship goes boom and everyone tps to the hangar — boring and cannot be cannon as you do not lose the ship.
My take: give ships an emergency back-to-hangar jump feature / button. Why not use it to go home in the middle of the mission? The jump is expensive and costs a lot of materia and ingots, like let's say 40% of everything you have earned so far.
See where I am going? That's the mission failed cost! Now this could be easily balanced: if your ship „dies“ it activates it automatically and jumps home. That costs something PLUS the repairs cost materia and ingots. that makes it 70% of all you have earned, cos of the ships repairs. So aborting mission on purpose, if you feel like the mission is too tough, before the ship dies is better! Now the percentage could be calculated based on the remaining ship HP, so if we abort on 50% HP, we get -55% percent of loot. See? Immediately more fun, especially cos sometimes you just need to finish / abort the mission sooner cos of real life, this would make it a bit less painfully.
Now what about players? If you leave with the ship all is fine, you did not die, just lost some materia.
But what if the ship dies and you are in the middle of space? I think let's give the ship like 15-30 seconds, after it dies, before it emergency jumps automatically. If you make it back into a jumpseat in time, good! If not... Well canonically you die, so you lose a bit of XP possibly, or extra materia, as there is no canonical way to deal with this...
Tell me what you think, ask anything. It is getting laggy beacose of the length of the text:)