This means that in arranged games with friends, like mentioned, the game is hosed, even if it recovers without the players.
On, at 7:28 PM, "Daniel Loffgren" Personally, I think the biggest issue is not the game hanging when a user disconnects, or even that their units no longer play the game like a real foe, but that the original user can not play in that game ever again. We could use the same logic that could be used for saving and loading games to recover from the crash. Would checking the returning player's ip be secure enough for this feature? It would mean we would have a bit more plumbing server-side to do so though.
Obviously this raises a number of concerns like how do you know it's the same player reconnecting being one of them (maybe every client generates a static signature on first run or something?) but would be really cool. It would be even more awesome to be able to rejoin following a crash. Tiberian sun had a countdown, but I don't really see any point in that (or at the very least it should be optional). I kinda envision it working like Tiberian Sun did, where you'd get a dialog when someone was disconnected, with the option to vote the disconnected player out and continue playing without them. Would be really awesome to be able to reconnect to a multiplayer game and continue playing. Even in this day and age where fibre is being thrown around like confetti, some of us still have shitty Internet connections for various geographical/financial/spiritual reasons, not to mention occasional game or straight up computer crashes, and having a player drop out in the middle of a good match is just maddening.