Option one seems like a no brainer straight upgrade over the current system. The only problem I can see related to that is being able to "scout" for changes in the retreat path, literally seeing things in the FoW that change unit pathing like the enemy actively placing barbed wire. I don't expect that to be entirely significant, but it's worth thinking about potential ways this system could be abused.
Option 2 seems too difficult to implement. Imagine how you have to explain to new players how this system works, and then have them learn on each individual map how this is going to impact pathing differently. The retreat system is simple to understand, gtfo back to base as quick as possible. Most of the issues this would solve would already be fixed by implementation of option 1. This solution would add more complexity and frustration than just dealing with some poor pathing on certain areas of maps, which can already be fixed with map layout changes anyway.
Option one is the clear way to go here. Giving the player more information to play with is always better.
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Broadcast: https://www.twitch.tv/tobiscoh
Steam: 76561198002068856
Nationality: United States
Broadcast: https://www.twitch.tv/tobiscoh
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Nationality: United States
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