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Void Key Consumption, Disconnects Lead To Mission Failed


Shriker_sh
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After certain conditions have been met, the void key gets consumed.

- 5 min Survival

- 5 Waves Defence

- first mobile defence

- first cache found or gate activated

- capture objective caught

After these conditions have been met no new player can join the mission and the key is lost im the mission is aborted.

I know these mechanics have been implemented to restrict the duplication of void keys, but when the key is consumed it doesnt matter anymore.

 

Why can't you treat the mission like a normal public mission after this point?

So if either the host or the key giver leaves the mission the other player can continue to play the mission (host migration)

- regular: Interception, defense

- irregular: computer crashed, connection losses

 

Btw: It would be nice if every endless type mission would have the same mechanics as defense or interception, so not everyone has to quit the mission once 50% of the squad wants to leave.

Survival and Excavation mission suffer from this

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