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headquarters plan invitations.md
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id: invitations title: Nobody is put in a match without being asked status: open repos: [headquarters, lexicons] dependsOn: [lobby] exitCriterion: > A player is challenged, decides for themselves whether to play, and the match only exists because they said yes. #

invitations #

lobby built the mechanism for getting several humans into one container. It did not build the part where anybody is asked first: today an invited player's seat is filled at launch and the match simply appears in their list.

That is the wrong default, and it is why this sits high in the order rather than with the other multiplayer work. A challenge somebody accepts is also PDS-first state, which is the other half of the reason it is its own epic.

Reaching somebody who is not there #

  • Two things to decide with it. What the count counts once challenges can
    be declined or expire, because a badge that outlives what it points at is
    worse than none. And whether it is only a count: the alternative is a
    small panel under the account control listing who challenged you, which
    is the difference between the bar telling you to go somewhere and the bar
    being where you answer.
    

Lexicons #

A challenge names slots rather than an opponent, because matches are N-player and team-based.

Also here #

Done #