i mean, if you want to deny yourself an extreme advantage..
It's an advantage only because certain other factions don't have FRP.
Which to me, might prove the better option.
Yes, actually it sort of will. Players will realize that they're losing map control by losing presence for 1+ minute of the map when they mass retreat.
People can continue to blob, sure. But players who take more strategic positions with mg placement or mines or using cover will be rewarded by gaining extra time to set up defenses or cap more territory.
Basically, it discourages blobbing because those players will lose and unless you want to lose, it would discourage blobs, promote strategy in a "strategy" game that requires different methods instead of a blob. Or, rage quit and move to a new game.
If people will blob they will continue to blob. As long as they aren't forced to mass retreat then they have no reason to resort to other strategies.
Right now, you either blob and win, blob and lose, or win/lose with anything else. Remove FRP and you will get...well blob to win/ lose or not to win/lose. In other words nothing else. But before you say "well what's the big deal then"? It's because FRP are features unique to three of five factions. I don't play Ostheer if I want to play as Germans with FRP, I play OKW.
1. one time cost or negligible 3 pop cap cost can not justify the amount of time it will save the user. the cost of FRP is not the same cost that goes for other investments.
300 manpower and the time and queue taken up for OKW headquarters/ UKF FA is pretty hefty, even when playing in larger custom maps with 3x resource rate. You either build stuff immediately to reap the benefit of Regimental HQ, or it does nothing as you save up for the FRP upgrade. Until then nothing happens.
You remove FRP and you might as well leave T2 truck in HQ sector. All OKW trucks have a tactical reason, and provides clear tactical benefits, when deployed in the field. Since you cannot retreat to T2, the only reasonable place to put it is next to your base truck because you not only have FRP but medics.
2. i speak mainly for 3v3+ and if you are letting scott barrage your base, either
a. you put it too forward or
b. you mass retreated as in EVERYTHING retreated which the blame falls on you
c. you are not spreading your unit around the base. lets take General Mud, the best and most competitive map, for example.
Sounds like it is balanced, then. if I use it right then it's great; if I use it wrong then I deserve to lose. So what's the problem?
You can safely put the base at max range from Katty assuming it is staying just behind enemy frontline and shave a minute off of every retreat. this is not risk v. reward. it is like giving one faction HMG, mortar and ATG and another none of them for the sake of "diversity". Yes, the stats are much less drastic in most other 3v3+ maps but the point still stands.
Just because someone manages to barrage your base doesn't mean you let them.
Mass retreating and getting them all blown up is a disadvantage to having using FRP, and discourages over-reliance on blobbing.
Front lines move up or back. An aggressive player will put down FRP very close to reap the rewards; if s/he can survive, then their side will win because retreat distance is much closer. Any smart opponent will get the gist and counterplay to remove this advantage.
Unless you chose Luftwaffe/ Fortifications, the OKW player on average is the player with no HMG, comparable mortar or ATG. Having FRP however serves to compensate.
I assume you are advocating for removing FRP; in that case, what better proof than to demonstrate by having yourselve livestream/ post replay of a match in General Mud as OKW/ UKF/ USF without ever utilizing FRP, and win?