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The best you can do is let people know ahead of time with a ten or fifteen minute grace period.
When you open a multiplayer server, you aren't just hosting a room in a central server. Your own PC is the one hosting the server, and everyone else connecting is a client. You can't "transfer" that to the other players.
Giving a brief google:
"The only servers that exist is the matchmaking server - and all of the Wii U's in a room.
Each Wii U is a server for the game, and each a client. If you've ever heard of a torrent, that's almost exactly what it is, just between a maximum of 13 (12 players + persistent anticheat bot, which is disabled when playing with friends) people rather than thousands (that's actually used to download games and update data rather than the other ways, haha).
Essentially each device connects itself to another device with instruction from another, completely separate device. Only one (well more likely 10+) actual server(s) exists."
Two or maybe three things come to mind pertaining that.
One: it's console soft and hardware, which is maintained. The same can't be said for PC hardware, and any eventualities therein.
Two: I believe if this is implemented in any feasible way, IF it is feasible, it should be an opt-in option in the settings. I don't know about you, but unregulated online lobbies being thrust unto another player could come with some unsavory side effects depending on just HOW open Atlyss' local serverhosting is. Think remote access, malicious injections, doxxing...
Three: The infrastructure and coding itself. On one hand you have a game created by people with years to decades of game creation experience, proprietary code from past entries and similar games, and an overwhelming budget, manhours, and ability to source more assistance wherever needed.
We don't really know how much Kiseff CAN do in terms of this, only that the base of the game is made in Unity.
A bit strange that you point this out as a concern for host migration when the exact same concerns would also affect any current hosts even without host migration?
Writing any server logic is far from easy, but Unity and P2P are far from being unknown variables in regards to network logic. If Kiseff wants to put the work into making it possible it's very doable, just certainly more involved than a static host like the current lobbies are.