Well, since I already know I've committed CR cost of deploying my fleet (or part of it), I'd better make it worthwhile. And that means wiping out every enemy for more xp, loot and ship capture chances. So I don't think this will change player's ultimate goal in combat unless rewards are involved.
Having some dynamic form of surrender might be interesting though. Surrender system could be based on score for current in-battle situation (some combination of ships destroyed, hp lost, CR lost, missiles used up, objectives held, etc) applied like this:
- Player can surrender at any time with different cost based on score (from whole fleet loss when enemy has overwhelming advantage to some minor loot, if advantage is small).
- AI will be ready to surrender when player accumulates sufficient advantage, giving several options of loot/ships based on score (or just *shop* for score points, though that feels too synthetic).
- If player gets big score advantage, but doesn't request surrender, AI tries to run.
- If neither side gets advantage after a while, truce is also possible.
- All of the above is affected by relations and affects relations.
- There may be additional circumstances making AI more or less willing to compromise (Traders being easily scared, Patrols willing to let you go for modest fine unless hated, etc).
- Pre-battle surrender may also be possible if one side has overwhelming advantage (though obviously this shouldn't be too rewarding).