I agree there's a lot of use cases standing around with people after you've won (sitting there around players who have decided to be friendly - you both have won the engagement). You can talk, trade and do a lot of things. In this case, the presence of VoIP instead of text is not critical. It adds to the game, but it's not critical. You can do all the trades, someone can emote a yes or no, and so on. The VoIP was only critical in establishing the win or loss, or stalemate, of the situation. That instant communication was powerful. So although it seems like the VoIP is used, it wasn't that critical after you established another player as friendly who wants to trade for example and you go on playing out that encounter.
Vexus said:
And yes, VoIP can be very useful and powerful but also very negative and so on. Already people are saying "make sure I can mute people" and so on, and "it should be opt-in instead of opt-out". Why develop something people have to opt-in for? That's my main point. The time spent creating these systems doesn't add enough to warrant the benefits. Someone who has muted all VoIP is not going to benefit from you yelling in your mic at them.
Vexus said:
In games without voice, like Smite for example, the "VGS" system is used heavily and most people use it over the third party voice systems that arose. For example, in that game, Curse developed an auto-matching third party voice chat, where players can be automatically in comms with their team. This is possible for Starbase most likely, where groups can be auto-joined into a voice chat if they choose to join in. It's not something the devs need to spend time on solving in my opinion.
Finally, you keep saying that in your opinion that it just isn't worth the dev time but there are plenty of third party VoIP services that would cut down on development time for such a feature, it needn't be written entirely from scratch.