I know we all hate people leaving the game - given how much you have to depend on your teammates in Steel Division, a leaver is the bane of any team. However, for a long time I believe that Wargame (and now Steel Division) hasn't had the correct system for compensating a team for their departed player.
Right now when a player leaves, his units are assigned to another member of his team, and all of the remaining team members get an income and availability boost to units to attempt to compensate for the departed player. I appreciate what the system was trying to do, but it's terribly flawed for a lot of reasons which I'll go into now. If you're a Wargame veteran these are probably arguments you've heard before.
So what's the solution? Well, I think it's a rather simple one on account of Steel Division's very workable AI. As of now the AI can identify 'areas' it should be going to (and pings them accordingly), and maintains a front line. While its actual unit control isn't great, the nature of the game (wide fronts, where pushing anywhere can make progress) enables the AI to contribute by advancing on a broad front rather than in Wargame where it could be funneled into a killzone as it tried to contest one of the two or three neutral points on a map. On top of that, many players (thankfully) actually consider the AI to be somewhat challenging.
So I submit that the ideal solution to compensating for leavers is simply allowing the AI to take over their units and their deck, and their team functions with an (preferably 'Hard') AI player for the rest of the match. It's not perfect, but it's as close to perfect as we can get - the current system just does not work well, and I think we should push for the inclusion of AI take-over of a leaver's units.
Right now when a player leaves, his units are assigned to another member of his team, and all of the remaining team members get an income and availability boost to units to attempt to compensate for the departed player. I appreciate what the system was trying to do, but it's terribly flawed for a lot of reasons which I'll go into now. If you're a Wargame veteran these are probably arguments you've heard before.
- The leaver's units are assigned to a single player, with no regard to convenience or player. A most egregious example is that, in a 10v10 you might be playing on the extreme right flank of your team. Someone on the extreme left flank leaves. Rather than intelligently assigning those units to whichever player is closest, the game may give those units to someone on the completely opposite side of the map
- It breaks game balance. The intricacies of balance go out the window when all of the sudden you have double the amount of units you're supposed to have, and the income to use it. Suddenly the skies become uncontestable because now one player has eight or nine air superiority fighters, and the ability to call them all out and coordinate them better than three players with three planes each. Likewise with artillery - one player now has an unreasonable amount of shells that he can rain down wherever he'd like. What the boosted player loses in his inability to coordinate two fronts he gains in the ability to concentrate air and artillery power to make the game miserable for whoever has the misfortune of being in front of him.
- It's not fun. More often than not as soon as people start leaving the game is ruined. Let's say a 'Tom and John' are in a game against 'Fritz and Erich'. Fritz is against Tom, and Erich is against John. Tom leaves. Now John is concentrating all of his income on making Erich's life a living hell, while Fritz has no opponent and can advance basically as far as he wants. Effectively the game is now over, it's just a matter of dealing with poorly coordinated unit spam, artillery, and airpower. John is having to manage to many things at once. Erich is getting bombed and overrun with not much he can do about it. And Fritz no longer has any challenge. No one is having fun.
So what's the solution? Well, I think it's a rather simple one on account of Steel Division's very workable AI. As of now the AI can identify 'areas' it should be going to (and pings them accordingly), and maintains a front line. While its actual unit control isn't great, the nature of the game (wide fronts, where pushing anywhere can make progress) enables the AI to contribute by advancing on a broad front rather than in Wargame where it could be funneled into a killzone as it tried to contest one of the two or three neutral points on a map. On top of that, many players (thankfully) actually consider the AI to be somewhat challenging.
So I submit that the ideal solution to compensating for leavers is simply allowing the AI to take over their units and their deck, and their team functions with an (preferably 'Hard') AI player for the rest of the match. It's not perfect, but it's as close to perfect as we can get - the current system just does not work well, and I think we should push for the inclusion of AI take-over of a leaver's units.