Another option would be to send the surrendering player to a neutral spectators team so only other spectators would be able to hear them.
You, ah, do realize that the OP was talking about TeamSpeak, which is an external tool to Sins and, as such, the game ap has no control over, right?
My guess would be the best solution would be to leave team affinity for dead empires; simply keep the same visibility as they had when they died. This will probably be insufficient in a game with unlocked teams where ship/planet visibility is in flux and changes, but the alternative is to simply boot them out altogether, and that’s just not fun for them.
Actually, on consideration, the options may should shake down like this:
- Both locked and unlocked teams should default to keep dead players’ views the same as when they died.*
Again, this might be an issue if they had vision pacts with AI races but it’s an overall best-case.
Multiplayer games need an option to set the post-death vision to one of the following:
- Retain: View after death same as before.
- All: Post-mortem omniscience.
- None: No post-mortem observation at all.
The option needs to be retained as the default setting between games for pure convenience sake.
I think this covers the best set of requirements. An all-friends’ game might go for All as their usual option because they’re comfortable with the post-mortem kibbutzing. The hardcore tourney folk can have None to be absolutely sure (as much as they can in-game, anyway) that there’s no info leak. Retain exists as a soft middle ground.