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I concur there are good moments for running away to live to fight another day.
While autosave and load game works wonders, this would be a welcome addition and I'd think not too hard to implement either.
I can imagine a lot of people stumbling into Measured territory too early or venturing unprepared into Phamyst space and getting a truckload of problems along with chain-aggro. Simple escape tool like in the classic would go a long way in mitigating the frustration.
An even more elegant solution would be to add an extra button on hostile encounter. Hail, fire at will, escape (-20 fuel).
This would prevent chain combat if you're surrounded by multiple foes.
That dynamic meant that warping away mid battle from a strong enemy was almost suicide, and even if you waited till after you killed an enemy, there would still be a risk that the new enemy warping in might be able to take out a weakened ship.
There is an example of the player ship warping away in this old SC2 vid:
https://www.youtube.com/watch?v=s2zjSt3rHOI
Not saying that this may be the best way to implement the mechanic - other ways could be to sacrifice some crew and RU to keep them busy ('captain, we could launch a troop pod to distract them but you know that would be suicide mission') etc.
However, having an option would be welcome because it would be a strategic risk that players would take to protect their favourite / irreplaceable ships.
I just proposed a fuel penalty but escaping by sacrificing a single ship would be another good idea - effectively costing you RU & crew. "Get a move on captain, we'll hold them off!"
It'd make the junk ships more useful too - the ones you find on planets.