nobody goes to war to lose money in the same way nobody goes to the grocery store to lose money... it's just considered an acceptable expense because the available alternatives aren't as desirable. The shift in the local or global state of the server may very well be a large motivating factor and may even represent a better opportunity at gaining wealth, but the war shouldn't be profitable in and of itself. if gaining more wealth is the goal of a particular battle then war would be seen as an investment. the war itself would be an expense with the hopes that it would lead to additional profit as a result of the outcome. a mission system that profits you by paying you more to attack something than it costs would be a terrible mistake. It should always cost more to build something than it costs to destroy.
It should be noted that in these games the REAL currency is time, as such more time will be spent gathering materials and building stuff than destroying stuff, it must be this way or combat has no purpose, no meaning. if you don't incur a loss by engaging in combat then the game just becomes a never ending power creep. the goal should be to inflict more damage on the enemy than you receive, not gain more than it cost to engage in combat. War of attrition, all wars should be wars of attrition or no one can ever win. if you directly profit from engaging in combat then everyone just keeps getting more powerful. as such it should take a considerably larger amount of time to build stuff than to destroy stuff. I get that you want to spend more time fighting and less time building, but that just wouldn't really work for the reasons i gave.
Note that when I say "easier and faster to lose a ship" we're talking about expected life time, not the actual time to kill a ship. This is why most line ships in EVE are produced in the thousands upon thousands. The assumption is that people are going to lose them in seconds and as such the entire pipeline of a large warfighting organization is to produce surplus capable of handling that demand. It isn't that you're physically assembling battleships faster than you can physically blow one up. Its that you are only engaging in battle with said battleships if the rate at which you're blowing them up does not exceed the rate at which you are acquiring the base materials for new ones, and a "buffer" of enough ships to meet resupply demands without relying on taking ships hot off the production line.
In general your goal is to make a profit, not simply to break even. Production and loss of spaceships and ammo is a line item of that balance sheet, but if it puts you in the red you're either going to change your PvP behaviors or your trading and harvesting behaviors. Any organization or player obeys this rule because failing to do so is failing to progress alongside your adversaries, and failing to progress means being overtaken by the economy or warfighting capability of your rivals.
Over time in EVE this approach has resulted in a market so choked with popular line ships that those ships have been unprofitable to produce for years as said organizations sell their stockpiles of thousands of ships at cost to help fund production of whatever new ships they've decided to start using.
Losing net wealth in a war is called losing that war, and is not usually something people do on purpose. It is something people do on accident by not being as good at said war as they thought they were. When we say wealth in this context we are talking about the total real wealth of an entity, be that entity a single player or a large organization.
Time, as they say, is money. No one is risking that value unless they see a potential return on that investment in some form. That form may be more efficient future mining, or it may be access to new high yield asteroids or the contents of someone's cargo or the raw materials that make up their hull, but the fact remains that avoiding loss is the primary reason for people to choose to avoid a fight.
Here's a quick list of behavior trends of PvP economics from personal experience playing UO, EVE Online, ArchAge, Age of Conan before they added the pvp flagging system, Crowfall, and Shadowbane.
People WILL fight just to assert dominance/troll, but only if doing so doesn't cost them anything meaningful. They will do this regardless of the reward. If it is remarkably more costly to kill a player than it is to leave them alive, you usually don't see this behavior. If the cost is essentially pocket change, you see it a lot. note that "cost" can be relative. Goons can afford to hand out free cyclones to burn jita for lulz and that's pocket change for them. For a new player those cyclones are a significant investment.
People WILL fight for an increase economic power (more or better resources, the loot from the slain, farming spots, facilities, or more optimized/secure shipping routes) but only if they can afford to immediately replace anything lost in the attempt. (or in the case of systems with unbreakable gear, that the action doesn't really come with a risk of loss at all)
People WILL fight to economically harm major enemies, but only if doing so doesn't cause them to become economically vulnerable to third parties.
People WILL NOT gamble value that they need to secure borders or engage in day to day play. Those costs come first, and generally include multiple redundancies for any equipment or vehicles that game requires. Known best in EVE as "Don't fly what you can't afford to lose"
People WILL NOT willingly engage in combat at a net loss, EVEN IF the loss is greater for their enemy. This is because third parties not involved in the conflict are made comparatively stronger as a result, inviting otherwise manageable opportunists to capitalize on their momentary weakness. Known colloquially in EVE as a "Fail Spiral"
War is always an investment with an expected return. This is why war exists in real life, and as such why it exists in video games.