Extra trick around other player mech destruction: most scenarios have pretty generous win conditions. Leave the game setting victory condition as 100% destruction, and switch on “skip phases when forced victory occurs” (or whatever it is) rule. In the turn you identify victory or defeat, get all your friends to /listEntities and then /traitor all units to client 0 (which will be the person running the server). When initiative rolls round on the next turn (with all of the units having been passed to client 0 in the End Phase of the previous turn), use /victory to force the win, the game will then skip all phases in that turn, and you’ll win without erroneous unit destruction and pilot death.