Idea: recruitdeadbeat reduction

Suggestion Idea:
Why not reduce the number of turns a player with zero completed games can miss to one or two before being kicked out of the game? This isn't solving the problem, but it is reducing the negative effect deadbeating recruits have.
Why not reduce the number of turns a player with zero completed games can miss to one or two before being kicked out of the game? This isn't solving the problem, but it is reducing the negative effect deadbeating recruits have.