Thanks for the idea, but the constraint for this specific issue we've been seeing these past few days isn't monetary. It has been a problem at scale with our server host and has impacted thousands of websites and services across the internet, not just Foxhole. We just have to wait for OVH to sort things out and then make sure we're doing everything on our end to mitigate problems as they occur. We hope these recent issues will be short lived.
Besides, we wouldn't be comfortable accepting additional payment for something that should work in the first place. It's our responsibility to have Foxhole work smoothly, not players'.
In terms of the longer term issue of scaling up to support more players more effectively (i.e less queues), we do intend to invest in optimizing our server engine further and finding other ways to increazse capacity. While the population will likely stabilize at a lower count than it is now in the coming months, there will always be big spikes for future big updates that we need to be ready for. It was short sighted for us to have not put further effort into this sooner.
As an additional note, the limiting factor of our capacity per region specifically, isn't the cost of servers. We already rent the highest end hardware that's available for this type of application. Foxhole runs on Unreal Engine 4, which is not optimized for supporting hundreds of players. To put things into perspective, Fortnite and PubG which also use this engine only support 100 players. We had to customize the engine to support 200 while allowing players to build thousands of structures in the world.