The proposition is by all means terrible. You compare reinforcement of one model to the strength of a squad, that is why you get the wrong result. A 4 men penal squad is weaker that 4 men gren squad - that is why it costs less menpower.
Maybe add a penalty for units clumped together? Say any squad that overlaps another squads gets some cover penalty (like decreases green cover to yellow cover) or the rate of fire is slowed...?
Good premptive positioning is exactly what people try buff, not nerf... Its the mindles a-move blob that players find problematic.
You understand they changed the values so that buildings take forever to catch fire now? Ever thought about the train station I mentioned? It takes ages to even catch fire.
When did that change happen? The station catches fire at least every second time I play ettelbruck.
I wouldn't say it a bad game, rather that the target it aims at is noexistent. If you want to play a moba like game you can choose from full blown mobas that are much more popular and simply better at being mobas and generally better games. If you don't, you don't want any moba elements in your rts. There is little people that enjoy both genres and as of now they most probably just picked up their favourite moba and rts and need no mix.
I had to face this multiple times on Ettlebruck where they got to the train station first and made it into a fhq. That thing is almost impossible to take down until stuka arrives lol.
You can actually set buildings on fire and burn them in coh2. All you need flamer pio or a few nades. It also works against stone buildings for some reason although you need more flame damage.
Another thing is that soviet FW HQs have no frp so you can just pin your opponent with mg crossfire.
For the Major, I would probably make it so that he can still move while the FRP is active (assuming the downsides you mentioned). That way the unit will, for once, be able to support an offence with its abilities.
One of the issues with current FRPs is that you can activate/deactivate them at will, making blobbing even less punishable by artillery, compared to EFA factions.
Another idea I had was that the FRP structures would have a 'Recall' ability:
- Free/Cheap (e.g,. 10 muni)
- 20-60 seconds cooldown
- Can be cast on 1 infantry squad to make it retreat to the FRP
- Cannot be cast on teamweapons etc
For the attack:
- That way you can still have something acting like a FRP to help reinforce individual squads
- If your faction lacks scouting-capable squads, you can still send one squad forward and retreat it
For the defence:
- You retain the ability to rapidly recall and reinforce weaker squads
- You just won't be able to pull your entire blob back at once, allowing for territory to change hands, and enabling fluidity where there was none
The problem with recall ability implemented like that is that most people who are against removing FRPs, will see this pretty much in the same way as they would see complete removal.
With my solution, the player has a choice to play the way he did before - but with a handicap. This, in my opinion, solves the general problem of lower ranked players liking the way it is and higher ranked players opting for FRP removal. That is becouse with well chosen cost, using FRP like before will make sense only in lower ranked games and in higher ranked games it will be often toggled on and off, so will act somewhat similar to your idea. That way we get best of both worlds.
I dont think it is a good idea for the reasons already stated above. But I actually have a better one.
You see, all FRPs have the button that toggles them on and off. My idea is that:
1. FRPs should take percent of your resources while active - what kind of resources and how much is up to a debate but I guess half of fuel or half of munition would be fair.
2. Once toggled on, the FRP can't be toggled off for 1 minute.
The advantages are as follows:
1. FRPs have disadvantage, so there is no need to either remove them or implement in all factions - factions are still diverse and the mechanic is deeper.
2. There is actual counterplay to FRP - if you attack them during one minute from enabling, opponent cant safely retreat everything to base.
3. All the gameplay mechanics that would be removed with FRPs, like looking for best spot for truck, pushing the major with ambo and so on are still kept in the game - it doesnt become any more shallow
4. Players can still choose to have FRP on all the time but they pay a huge price. That makes blobbing playstyle hard to pull off, but still a rare possibility. This is good becouse no tactical choice should ever be completely vanished.
I find placing a pit behind a building a bad idea usually. If your opponent manages to put an AT squad inside the garrison, your pit is basically dead. You can't supress them inside the building and they can wait for your brace to finish with a little backup.