This assumption is going to be true only for a certain subset of mods, and/or a certain subset of missions within.
....
This outlook looks limited to the classic ufo:eu narrative, that there are some coherent forces acting against player's team.
agreed, thats the perspective i'm playing from.. I imagine this is a large portion of OXCE+'s audience these days, and I can respect that oxce+ has other origins, and others have taken mods elsewhere
If your team is facing a mob - well, what's you going to do? There is no tile to sit on, there is no leader to rob. So the mechanic wouldn't work at all, and if the requirement is that it works for any mission, then the suggested solution doesn't cut it.
I'm not certain of the context you're referring to -- I've only returned to playing x-com in its modded form a few months ago, and I've been working through area 51, fmp, & twots... with x-piratez and others further down my priority list.
I really enjoy the feature on area 51 and twots, so I wouldn't mind if it stayed available as-is at all. If it were developed a little further, though, I could easily see how I could enjoy it everywhere. I see an opportunity to add depth to that classic eu world here, using a feature that's *mostly* all the way there... all I'm talking about really is one or two additional triggers, tied to either the map or an item, or both. Considering your examples of maps w/ no navigation or other "tech" from a broad sense, and w/o necessarily being familiar with all the mod specifics, surely this property could be then set to trigger off of other tiles/items ie doesn't have to be *just* the nav console, once the framework's in place (though maybe nav console is the default, so that it fits on mods that haven't necessarily considered how to implement bughunt). As I'm thinking this through a little further, in the vanilla world, ideally you'd have to have some tech to enable this as well, or maybe even a tech, item, and x map position to make sense... so maybe 3 triggers. I can imagine further modding possbilities, like different techs for different races, ie you gotta learn to track each one, if the underlying structure of bughunt were a little broader and tied to the world.
Anyway, while admittedly a little half-baked, I feel this tile-hold in particular would add the possibility of some depth via creating a secondary or tactical "objective" in most missions.. i'd probably even tweak it to be a little easier on the other restrictions, or remove some altogether, giving a true bonus to prioritizing an early command area capture, or w/e other items/areas it might be tied to. As-is I usually move on these last.
Maybe as an alternative, you might consider adding a check that requires a high portion of your units to still be alive/conscious/uninjured? Or just even a straight-up max friendly deathcount? Or each death adds to the min turn timer? These might be simpler ways to eliminate most of the occasions that I've found bughunt to be a distraction from the original game decisions to be made