He believes that the penalty for failure has to be balanced. If it's too harsh or too light, it is no longer fun for the player. There should be a separation between challenge and punishment, according to him. "I would rather our challenges be gated by whether or not you have the skill, the gear, and the teamwork to succeed than whether or not you have the credits and/or time to wait out the forced downtime in between, you know, the fun part," Schubert explains in the post.
Catch the whole discussion on the official forums and let us know what you think.