What are you talking about nothing wrong about it? Of course there is: it encourages players not to enter first. And what's more, team that has been inside for 20 mins already is less alert than assailants with sharp minds. They have only 10 mins of drugs left too.
The initiator needs to be compensated somehow.
Simply put, there is nothing wrong about. Let me elaborate.
The defending team witch is in town in theory had infinitive amount of time to prepare, go through various scenarios, possibilities of how defend, though the attacking team needs time to react and get there, also prepare a strategy depending on evaluation of the situation, enemy position, composition and variables like third team. That time period is a lot less for the initiators, counting in speech characters it's much less in practice most of time of what you are presenting me.
So, it's perfectly balanced and purely strategy based, that is why it isn't a problem, the initiators are compensated well enough, just be aware of it. That because the defenders are exposed doesn't mean it's an automatic disadvantage, there is a saying that the best defense is an offense. In practice the attacking team most of the time is attacked and exposed to something they didn't expect, didn't predict, weren't prepared enough, wasn't enough time and in many cases when there isn't enough time the potential attackers switch places, wait out the Town Control timer and start their own. If they couldn't be fast enough it's the drawback of being forced to defend. It's harder, but that is when skill comes into to play, if prepared well enough it is easier to defend than attack in many cases. Just like Broken Hills is very hard to attack and very easy to defend (depends on whether there is enough of know-how), map of course takes a factor in all of it, some maps are more suited for offense like Modoc.
I know these plans, like keeping players on worldmap. But for example hiding actual players inside the map is only possible if they log off and wait themselves to disappear and that's just stupid, who wants to play like that?
I'm not here to teach you how to play, but it seems you aren't thinking wide enough. No offense, but there is much more than that possible.
Otherwise enemy sneaks will just rummage through the entire map, looking for additional troops. If the enemy suspects a trap, it won't even show up. If the grids are too guarded, again nobody will show up. At some point teams need to show some acts of pure goodwill to encourage enemies to even appear. Good example is giving room to enter from second street in NR commercial.
Undeniably false logic, at first you were talking about defenders being with the most disadvantage, now your giving an example of a strategically inflexible map and saying the defenders should allow a tactical error to occur. Giving an window of opportunity just because of poorly designed environment is quite dumb. That is why you don't see Soldiers of Thunderstorm all too often in NR, we gather many players easily, can cover all grids with sneakers, have very much mercenaries and in the end nobody is going to attack and the whole event becoming pointless at first to even begin preparing for something like that.
If we suspect a trap, it's just a matter of evaluation if it's possible to overcome it, outplay it. It hardly ever isn't possible, if it isn't it usually is because of low numbers at some late hours or something.
It's not just what you can do, but how reasonable it is in terms of good gameplay. The reason players even go inside unsafe zones is that they want to have fun even at the risk of putting themselves in disadvantageous position in terms of strategy.
I don't see how this is relevant to the point of why we started to even discuss something, but you said at first that the defenders are the ones who would be with the most disadvantage and that the initiators need to be compensated?
Huh? Okay, whatever you say.