… I have? I’ve changed one thing – you don’t permanently lose a weapon if you leave it behind in a mission (no need to repurchase said weapon).
And I’ve explained how that works both in-universe and with the cash system by saying there’s a cash penalty (ICA retrieval) on your mission payout if you leave a weapon behind. As a rough example, Silent Assassin = $1M but -$10k for suit retrieval and -$5k for weapons retrieval. And don’t worry, $payout would be separate and apart from the leaderboard points as currently granted. I agree with OP that on any playthrough of a mission, you’d only net into your account if you’ve beat your previous highest $payout for that mission, and only by the amount that is the delta between your current payout and your previous highest.
I don’t know what OP means by “Each contract created by player is like an Elusive Target”, so I’m not endorsing that. I’d think payouts for Contracts should work the same as normal missions, just probably have (much) smaller payouts. They’d be a way to compensate $availability for people who aren’t interesting in perfecting a main mission to get the max $payout. Plus a reward in the simple form of an ever-growing bank account for those who keep playing Contracts mode.
I don’t know man I think this is a pretty good idea, that’s all I’m trying to say. I’m not trying to negate anybody’s anything, and hopefully now I’ve explained the concept I have in mind.