Following on from krazyG7804's excellent comments about being thrown into games already well under way, I'm trying to think a little bit PRO-ACTIVE here.
A big prevention of the problem is reducing the desire to quit, and therefore reduce the sheer number of games requiring "filler" players as well as encourage those few who, on occasion are required to "fill", to stay until the end.
+ Reasons to stay...
|+ Reason to stay||current motivator||additional possible motivators|
|profile progression||personal enjoyment, XP, levels, Prestige, unlocks, statistics||make XP acquired for no action (just completing game time), have GAME COMPLETION % as a statistic and related to challenges, have challenges and unlocks relating to entering late and staying in games|
|honour||personal pride||honour rating based on GAME COMPLETION %, for example "Die Hard" for 95%+ [19 out of 20 games], "Dropout" for 50% and less.|
|achieve a win||personal pride, statistical||challenges related to entering a game late and winning or even "catching up" with the enemy (reducing the score difference should earn XP)|
|playing at present||fun, instant entertainment, time||more likely to host next match (where hosting has a minor advantage over a balanced well-matched lobby)|
|help teammates||personal pride, kindness, selflessness, team spirit||XP rewards, challenges related to teamwork|
|challenge, test, practice||personal challenge, self-improvement||XP rewards and challenges to be big if you enter and overthrow a score, special "reinforcements" or "super subtitute" trophies or challenges|
- Reasons to leave...
|- Reason to leave||current motivator||possible deterrent|
|game loss||statistical||don't award losses for games entered late (or don't affect GAME COMPLETION % or honour ratings)|
|poor match quality||frustration||improve matchmaking and hosting|
|game not going to plan||rage and little consequence for quitting||time penalty before able to enter a new game|
|real life interaction (phonecall, meal, etc.)||needless deaths worse than a loss||hibernate mode, player can go "further than prone" and remain that way until end of game - cannot move or achieve kills, cannot be awoken, can be killed, but very hard to spot and has all "no detection" perks on until match end|
|hosting||host lag compensation is bad||make host-selection better and make hosting like MW2: host has minor advantage over rest of lobby, which is balanced and well-matched locally|
|enemy scorestreaks||further deaths, especially when teammates (not self) gave enemy streaks||increase XP and challenges for surviving, resisting, countering, destroying or corrupting enemy scorestreaks|