Hello, Denchaid. And as one player already posted, your idea is a good one,GǪ very sympathetic to the redlined team, and a good way to add length and entertainment to a match that may be close to finishing.
That doesn't mean I endorse it though, and her's why:
The Red Boundary (that area marked in Red that runs all the way around the map) is an inventive way CCP came up with to ensure your team's staging area gives you some sturdy buffer-protection and can't be overrun by gutsy lead-soldiers from the enemy's side.
It ensures your staging area can't easily be overrun, and it is already very sympathetic to the team.
But the Red Boundary that protects your staging area is NOT meant to be used as a home-base or HQ. I suspect your teammates are NOT supposed to loiter there, other that leaving a dedicated couple of players to guard "the home Null Cannon" we sometimes have in our map.
Your team (as many as possible) are supposed to be pushing out toward centre of the map as quickly as possible (it's the only way to claim assets/reds and win a match).
Redlining (not to be confused with the Red Boundary) is the "punishment" or calamity that a team earns by making the mistake of loitering around the staging area so long that they let the other team shut down access to the entire map and seal all the roads.
It's a sad tactical error, even in real life fighting.
GǪand sadly, the team that loitered deserves the Redline. Giving a sympathy-mechanic to relieve the Redlined team will only give a little more reason to stay stuck in the bad habit of loitering.
I know it sounds mean of me (not trying to be mean), but the solution to reducing Redlining is to prevent it---persuade your teammates to push out fast from the safe trenches--use a MIC if you have to, but try your best to break them out of the habit. They don't realize the gift they're giving the enemy team.
I am NOT an EXPERT-VET player in Dust. But I remember getting the equivalent of Redlined in my old CoD games---in those games the design-flaw makes Redlining impossible to safeguard against, it just painfully happens.
But in Dust I get my plump coward caboose moving early. I have NEVER been stuck in a Redline more than once in all my Dust gaming, because there's no design-flaw that inescapably creates it----it's created only by the team's actions (or lack of action).