
Originally Posted by
external memory
No, I followed what you were saying and I get it.
If you mean the point in my reply about a cutoff for when drop-ins could occur, it would be to prevent someone joining, getting their loadout or whatever ready simply to see the end-of-match screen. It would likely work best in tandem with what you're suggesting but ought to be in place at a bare minimum for a drop in system.
There are usually timers for how long you have to select /revise your loadout before initial spawn, so whatever that timer is would be the minimum cutoff time remaining for when players could drop into a matchup down one or more players (Y). That minimum could be modified for kill times: what is the quickest someone could possibly spawn safely and get a kill versus the average? No sense having X go through the trouble of drop in even at the end of the match if there's no way to do anything helpful for Y.
Instead, the matchmaking search would place the potential drop-in player (X) with another match that hasn't reached the cutoff, or if for some reason there isn't one with a good enough connection for the X's location, the player would wait just a bit until that game had ended to join Y during the next pregame lobby. It just would provide for a smoother, less confusing experience- having to ready up repeatedly or being asked to make unnecessary inputs can be annoying.
Everything else was about the impossible victory scenarios, where you wouldn't want players being punished for dropping in sort of late, and suggestions on how to make everything explicit to players where it matters.