Reminds me of one time, I had a mostly crippled Griffin, fleeing the front lines with no armor, broken leg, no LRM ammo, etc. etc. get chased down by an ENTIRELY intact BattleMaster. Rather than continue to run, I had the Griffin turn around, fire its PPC...
Hit! ... hit location: 12, head. Head has 9 points of armor, PPC deals 10 damage, roll for crit. Ooh, roll for 1 critical hit location. 1d6... 3: Cockpit
BattleMaster's pilot is killed instantly, turned to some charred, electrified bones by a PPC.
* * * *
THAT is the reward for choosing to fight when you're critically injured, instead of running. The chance you may pull it off. Crits, and accurate shooting are why you might choose to not eject when your mech is about to pop.
The reason you would choose to eject is, obviously, to save yourself from pilot injury and thus a loss of XP/cash.
I heard someone say it would be hard for the devs to come up with a good system for this. I don't think it would, teh results are right there: not ejecting earns you the chance to make some serious kills and victories for your team, possibly even keeping you in the fight, at the risk of getting killed and losing some XP/cash. Ejecting saves you from death, keeping that XP/cash that you already have earned, but at the risk of prematurely ejecting when you could've made it out just fine and not lost cash/XP for having your mech 'disabled by ejection'. That is, perhaps ejecting loses you SOME cash/XP, more than simply retreating, but less than getting your pilot blown to smithereens.
Edited by Mr. Smiles, 03 May 2012 - 11:01 AM.