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In any case; most common complaint about the game is that you complete everything too fast and that there is nothing left to do and that the map is too small. So a dedicated server imo would be overkill unless they made the map a lot bigger and added more mechanics/buildings/combat - which the game is not really designed for.
Only good argument I have seen for dedicated servers so far (imo) is someone who mentioned it would be beneficial for performance compared to someone hosting the game on their own pc.
Anyway; if you want to be able to play when the host can't be online; you can always pass the savegame around to everyone after a session so someone else can host the next time.
For example:
Step A) Rent/run a fitting server
Step B) Create a fresh steam account and buy the game
Step C) Run the game on the server
Step D) Dedicated session created, use KVM/console for the code.
Do note, most of the bigger hosting parties will not provide a fitting server
It is an UE4 game, supports MP. Just disable rendering, disable player and release dedicated server.
The game is not a huge big open world survival game and the co-op was intended to be small scale of you playing together with a friend or two.
Why not simply limit Dedicated Server by Play number to have just a small group to play together + Automated Pausing of Game as soon as no Player is connected. This is a really small function that most games with coop dedicated servers have?
THIS! Factorio did exactly the same. Works great.
I don't play co-op but I have friends that do. All they do is ... Last to log off uploads to googledrive. They use discord to talk, so if someone is coming on and no-one else is on, they get the game the googledrive. That way they don't have to pass the savegame around.
Seems that works fine for them.