A little late to this party, but how's this for an Abduction mission reward system.
Throughout the map, there are two or three teleporters, each with several pods full of abductees attached. When the timer runs out, all of the teleporters engage and the mission ends. The question is how many of the teleporters you can disable before then. The more you stop, the greater your reward in both recovered materials and political support. For instance:
Destroy no teleporters: mission failed, the country lowers your funding, go drink pee.
Destroy one teleporter: recover X alienium and alloys, the country's funding level is unchanged.
Destroy two teleporters: recover 2X alienium and alloys, the country's funding level is slightly increased.
Destroy three teleporters: recover 3X alienium and alloys, the country's funding level is significantly increased.
This way, you don't HAVE to hurry through the mission and lose all your dudes, because stopping even one teleporter will at least prevent you from losing anything; the country is satisfied that you at least made a difference, even if they aren't thrilled. If you want to take more risks though, you can potentially get much greater rewards.
Not sure if destroying the pods rather than letting them be abducted should help or hurt you, though...