Introduction
Rapid Conscription is not a good ability. From what I gather, large chunk of the community feels like that the only way of fixing it is to completely remove it from the game. It's true that Rapid Conscription's problems go deeper than cost/duration/timing changes can fix. However, I like the idea and theme behind Rapid Conscription, so I tried coming up with a rework which would make it more flexible and easier to use.
Rework
Whenever 6 infantry entities/models are killed during Rapid Conscription, the player gets a free call-in Conscript Squad in their HQ. It doesn't cost any Manpower, but it still requires 7 free Population. It does not have to be called-in immediately, player may wait however long they want. Up to 3 "replacement squads" can be accumulated in reserve. After a squad is called in, there is 24 seconds recharge time for calling in another (equal to Conscript Squad production time).
How it works
1. Rapid Conscription is activated.
2. Whenever an infantry model dies, player gains "replacement squad charge". Up to 18 charges might be stored by a player.
3. To call-in the free replacement Conscript Squad, player must have at least 6 charges.
4. When the squad is called in, 6 charges are removed from player. The squad is a regular Conscript Squad.
5. Rapid Conscription ends.
6. All charges accumulated during Rapid Conscription and not spent on replacement squads still remain. The player can still call-in replacement squads, assuming they have at least 6 charges stored.
Gameplay perspective
The aspect of "recycling" Manpower with Munitions is still present, but circumstances in which it can be effectively used are less oppressive. It's up to player to decide when do they want to receive "free" squads. Instead of taxing them with additional upkeep and clogging their population, player can wait to lose a squad before calling-in "free" replacement.
Additionally, unlike live version of Rapid Conscription, any "charges" stored are not lost between activations. In live, if you're one model short of a free squad - tough luck, you get nothing. In this rework, you'd still have 5 charges stored, making getting a free squad much easier on next Rapid Conscription activation.
Due to inconsistencies surrounding casualties (further explained in this thread), infantry models will never become "crawlers" when Rapid Conscription is active in this rework - they will always die instead. From what I know, only Ostheer's casualty interrogation directly interacts with casualties, so the overall impact of such workaround is fairly small (but sadly it's still there).
Implementation
Here's mod of the rework on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2372877239
Here are mod files: https://drive.google.com/file/d/1-SjTQ9g96awnygSW4Q15wstRqfpfW2T4/view?usp=sharing
Here's a video demonstration:
Balance
Maximum number of squads "in reserve" requires fine-tuning. In live, you're getting at most 480 mp for 120 munitions, so 4-to-1 ratio. Absolute best possible ratios in this rework with maximum of 2 or 3 "reserve" squads are 10-to-1 or 12-to-1 respectively, but that's assuming that player loses respectively 30 or 36 models in 1 minute AND calls-in replacement squads as soon as they are available. Price and duration are subject to change of course and I'd like to hear how people would price this ability. Also, even with this rework, I think Rapid Conscription should be available earlier, maybe at 4 CP.
In the end, specifics are left for the community and balance team. I'm not an authority in balance, I just like to mod weird stuff.
Closing words
Another popular idea in the community is to replace Rapid Conscription and Relief Infantry with Recoup Losses equivalent. This is also a very good solution, which has already received positive feedback in Sander93's personal balance mod, but I'm a fan of asymmetrical design, so avoiding copy-pasted abilities is preferable to me. Rapid Conscription is better candidate of the two abilities for such rework, because Conscripts can merge and get 7-man upgrade.
Before anyone asks - yes, I know that current patch's focus is on fixing core elements of factions. Even so, the patch after this one (If There Is One™) will likely make changes to commanders and (frankly) I just want to discuss whether such rework makes sense and can redeem Rapid Conscription.