I suggest to make a simple AI and let it take control over mechs of disconnected players and players who were AFK for more than a minute. I know that MWO doesn't want to have an actual AI for actual combat-based offline practice gamemode (for some weird reason), but MWO DOES have both combat and targeting AI (practice mechs from Academy's mode where you run around with damaged CT and FP's Defense Turrets) and movement AI (practice mechs from Academy's target practice mode where you shoot waves of mechs who run around and VIP from Escort gamemode). So why can't we have these 2 existing and well-working parts combined together in one simple combat-capable AI who will be able to get control over disconnected and AFK players' mechs?
This would probably require some polishing, but in the return game would be much more consistent with it's current vision of QP matches. For now when your teammate disconnects, or when you see a bunch of your teammates, especially in assault mechs standing AFK at the start of the game, you just srug it off and say "welp, GG, guess i die now", because you know that with 99% chance you will be outnumbered and outgunned by your enemy for the entire duration of the match. And it really goes in opposite direction of where game tries to bring QP with it's ranked matchmaking system, Arena-styled matchs with ONE round only and even with existing report reason for "non-participation". But if player get disconnected and his entire team is now going to get snowball-steamrolled the best game can do is to punish a disco player with totally unnecessary 2 minutes of time-out, and all his buddies with red arrow pointing down. Very fair.
Give us the simple AI, and game would feel much more fair than now.
Edited by JumpingHunter, 20 July 2023 - 12:53 PM.