I'm hesitant on the idea.
[TEXT WALL INCOMING]
Lorewise: The Universal Union is driven by cold and algorithmic efficiency thus If a dedicated CP team is being systemically liquidated it would be deemed inefficient to let more CPs die and lose control of the territory. Deploying a specialized ST of OTA to
SURGICALLY remove the threat (which means
NOT killing everyone) is entirely plausible.
We even see this in Half-Life 2—OTA units defend critical hardpoints (Nova Prospekt, the Nexus) long before the full uprising begins.
What makes me on fence is... The Combine view civil protection units as disposable. They are the immune system meant to burn out while fighting the infection - Thus if we stick true-to-lore 100%, they'd let an OTA team (like you suggested) just lock down the block to ensure no exits or entries until enough CPs die to gather intelligence on rebel strength before the elite assets move in. (The real OTA and not the QRF) their deployment would ONLY BE LORE-FRIENDLY if the trigger is "loss of control" or "high-value asset threat" instead of "officers need help"
Though lore aside: the gameplay dynamic you touched on is 100% right. It's constantly between low-intensity rebels with SMGs and shotguns bodying CPs and stopping before their killcount goes above 10 within 10 min to avoid a JW and continuing to bully CPs (which isnt very fun I gotta say) but also, infinite OTA during JW isn't very fun for rebels who grind to lose it all in 5 min too. Your suggestion is valid and worth considering i believe.
A "medium" difficulty setting here allows Rebels to fight 1-5 low-armored OTA (But still vastly stronger than CPs) depending on server pop and breaks the previous gameplay loop in a good way while addressing OTA boredom players can feel when watching those train tracks for hours and do nothing. My biggest fear is CP's knowing they have a "win button" (radio for QRF), and thus will stop using tactics, flanking, or retreating. They will just hold W until they got shot then scream for OTA.
Here's the only suggestion I can make which solves the gameplay loop and remains true-to-lore:
Rules of Engagement. (ROE)
The QRF's rules of engagement must be EXTREMELY strict similar to what
@DarthSidious.exe mentioned about shadow raid rules. (Precise target, location, led by OvC+, etc) below are some examples. Feel free to tweak:
1. QRF can ONLY be deployed if an entire PT has been wiped or taken 50%+ casualties. (This restriction should make the CPs at least try first before shouting for OTA to come clean up the mess)
2. OTA QRF units respond only to secure the TECH (dead unit's radio/gear) lorewise of dead CPs and are not there to "save" their "colleagues". This means if no i1 or above units die on the scene, they don't deploy.
3. Sector Lockdown: If the QRF are deployed, ONLY THE SPECIFIC TARGETS are KOS. And only for the next 10 min. (This stops the engagement from being a skirmish) this also means they are not allowed to shoot at just anyone. They need a name or at the very least a physical description of the target over TAC-1 before moving in.
This should help solve the "bully loop" you mentioned where rebels abuse lack of escalation and ensures that OTA (deployed through QRF) always remain to be the consequence and not the backup. In the future, if a rebel kills a patrol, the the consequence isn't immediately a city-wide war (which kills the server vibe), but a tactical insertion of 1-3 Transhuman soldiers to hunt them down. That is fair, lore-friendly, and fun for all parties. ^^
With the previous ROE kept in mind, it's a
+1 from me! Finally rebels don't have to surge activity between JW cooldowns and cuck OTA while bullying CPs