Drop-In suffers because players can still see too much information before the match loads. Things like player levels, and full lobbies that don’t look “ideal.” Even though the current system lets players choose a single position before searching, this hasn’t solved the core issue: players can still bail the moment they see something they don’t like, which leads to half-filled games and CPU teammates.
A better approach would build on the existing position-selection system but move more of the matchmaking work before players ever see a lobby. Instead of dropping players into a pre-game room where they can evaluate each other and leave, the matchmaker should finalize teams in the background, respecting each player’s chosen position and filling remaining roles using players who select optional secondary or flexible positions. Only after the full match is formed should the game transition to a short, low-information pre-game screen where players can ready up, see their jerseys, and view their player cards or other customizations without having access to detailed stats that cause dodging.
To keep the experience smooth, penalties for leaving after a match is formed should discourage casual dodging, while mid-game quitting should carry a slightly stronger consequence. At the same time, players who consistently finish matches should receive modest incentives, and a backfill system should allow another player to join at the next whistle instead of locking the team into CPU support for the rest of the game.
Another improvement would be allowing players to select different builds once the match has been formed.