The question becomes how you quantify any of that. Unless we wanna just go simplistic rules, make shit up as we go style.
Presumably mostly make shit up as we go style, though obviously it'd depend on the exact system. I'd be warier of bullshitting numeric values, so maybe give things a base strength but arbitrarily deciding what it'd do for you. Possibly cheating by making, say, kiting items generally suck or be dangerous or what have you, and lifesaving items stronger or more reliable or somesuch. Depending on what you wanted to reward/punish/compensate for.
And again, this depends pretty heavily on how the system works. I'd tend to lean towards handing out additional activated abilities over raw stat boosts, so decking somebody out with Kiting Ribbons (+1 Att, -1 Def each time you hit in combat; adjustments reset upon being hit) or Vanguard's Frills (1/Combat: When you would be reduced to 0 HP or lower, activate to cancel the damage) wouldn't necessarily be a huge deal. A more slot, stat, or class based system might not handle Hairpins Of +3 Stat You Don't Need or Throat Clasps Of Jesus Christ What Is Your Agi At Now quite as well.
You could assign every lootable object with a potency value and have the details themselves give multipliers to that value. So it'd look something like this:
Kiting: x0.50
Teamwork: x0.90 per person
Civilian Dies: x1.50 per person
While on Fire: x1.50
Damaged Foe by being on Fire: x1.75
Damaged Foe by setting Civilians on Fire: x1.75 per person
Solo: x2.00
Teammate Dies: x3.00 per person
Risk of Instant Death: x3.00
Or that, yeah. Just please tell me those don't stack multiplicatively, or we'll be going full DBZ on this shit.
Actually, I wonder if you could simplify a system like this down into a basically Diablo item prefix-suffix thing, only probably stacking better. Maybe having a teammate die on the mission adds the Bloodstained tag to whatever you get out of the mission, which has an effect either on its own (+1 HP, Full heal on ally being dropped, Vampiric 1) or on the item's other properties directly (Recover 1 HP on use, +(Allies in critical condition - 1) to effect magnitude, may spend 1 hp to target an additional target with ability).
Once you add everything up that happened on the mission, you might end up with a Flawless Spectacular Golem Core of Teamwork (+1 Dodge, +1 Crit, +5 HP, +1 Attack against targets being attacked by your allies this round) or a Bloodstained Cripple's Golem Core of Tenacity (Bloodstained Cripple's Golem Punch of Tenacity: Deal 5 damage to target. Ability does half total damage, x2 multiplicative per ally in critical condition. Deal +2 damage if suffering a Major Wound. Recover 3 HP on hit.).
Also has the advantage of letting you scream at your allies if they fuck up your Flawless run by getting hit once. Everyone wins!
I'm starting to wonder if it would be possible(or a good idea) to sticky this.
Certainly possible, if enough people tell the Toad that that they want it to happen then he'd probably do it, he only keeps a casual watch on the lower boards and lets them do their thing.
I for one think it'd be a good idea.
Stickied things are oddly less visible in a way, and I feel like this is either alive enough to be on the front page anyway or dead enough that stickying it probably isn't especially helpful.
That said, the Toad certainly isn't opposed to stickying things, he'd likely just want a bit of consensus on it.