Alright, people complain a lot about allies disconnecting, and I think it's a totally legitimate complaint. Right now, we have 2 share conditions: Full share and share until death. These options are great, but they both have problems with DCing allies, who, through no fault of their own, just can't seem to finish a game without disconnecting.
Full share is bad because it allows defeats the purpose of assassination: You can assassinate an enemy, and kill them, but their army and base lives and you might actually be worse off for it, so the game plays more like Supremacy than Assassination.
Share until death is faulty because if an ally is not assassinated, but defeated by hardware or connection issues, he can cause his entire team to lose.
So, my question is, does the community want me to code a different mode that tries to bridge the gap between these?
It would be really, really easy to do. When a player is defeated, a script runs that is called "OnDefeat" and I can make this do anything I want. So, what should it do?
An idea is for a new share mode, called "Recall share". Basically, what this will do is, if a player is defeated, the OnDefeat script will check if the player's ACU is still alive, or if it's dead. If the ACU is alive, then the ACU will be recalled (teleported off-planet), it will not explode, and its forces will be transferred to allies. However, if the ACU is dead, and the player has been assassinated/killed himself, then his army will perish as well.
This solves the problem of Share Until Death not having provisions for ally disconnect. It can't be exploited through comm bombing + rage quitting because, if there is a death nuke, the army/base will be lost, but if not, then not.
Thoughts? If you want this implemented, be sure to say so.