I think to get a good working system for Autorecall we should first establish a list of what is the target of autorecall. Here are my Opinions what is an autorecall what is it for and what should and should not be.
1. Autorecalls main task is to provide security to protect your maybe high rank char in an extreme situation (this can always happen outside your base as well. Limitations like only next to beacon or when enemy is in range does not work would kill acus to easy i think. Or make people sit in their base when higher level and hide behind reinforcements. But Acu>T3 unit that means privates would be the rank of the future for good players. Result would be that levelling is extremely difficult for noobs nearly impossible. So there would be a lag of high ranks and they would be always afraid to play not to lose char.)
2. Autorecalls should not work like all functions anyhow randomly, in GW nothing is random except player results we dont want to play lottery but supcom and losing a high level char by bad luck outside the game with a huge storage of reinforcements and you cannot influence it thats not useful. Will annoy people and make them raging in worst case.
3. There should be a limit of autorecall in a useful way which:
- limits the function without forcing the people to play turtle in ALL games (losing gamefun)
- kills acus to easy (to easy losing will prevent beginners completely from leveling)
- does not force the people to wait for something to play like credits when to expensive or timer( will simply remove players who could be active from playing in gw)
(A limit includes in its existance that it is limiting the lifetime of chars and therefore ranks. So it is limiting thepossibility to rank up)
This should be Autorecall
o-A safe working function to save you Acu in ANY CASE as long as it is active (no restrikted gameplay when you reached to afford it)
o-A defined System where you can be sure when you are save and when not, no random event
o-A not always available function limited somehow by player skill
o-Not replaceable with other players (No Buy for other function(could make people wait again if they dont manage themselve))
Thats why i offered my win counter solution because it fulfills the needs i mentioned. Zeps i dea i think will kill to many acus to easy and prevent "enjoyable" gameplay or people simply never would level up because you are punished wenn levelling. You always have to watch your acu with eagle eyes and not a single mistake allowed or "Acu Boom". All the other suggestions simply would make people angry or force them to wait for something. If somebody can add something with good reasons to "this should be autorecall" then i would enjoy to see other good suggestions.
p.s. with buying autorecalls for wins even not so good players can afford to level up when they are careful enough either with sucessful teams or when they are using normal recall effective. It is not limiting that only good players can reach high rank. This feature would bring you sometimes gameplay like usual and sometimes you have to take care or poker your avatar. But the enemy never knows if you have or dont have it. So far and with all other possibilities there is no benefit from using normal recall and so people sometimes do not do it. But this mechanik makes it more attractive to use normal recall to save wins like lifes for autorecall. So people will not blow up or waste autorecalls so often and feed the enemy with credits.