I think another question to be asked is what is the intended # of players in a match. I played several matches where the player count was at a max of 4 players, and sneak attacks completely changed the flow of the game with so few players. Low player count matches favor rushing offensives at the start in a gambit to gain momentum and prevent the enemy team from scouting the map too much, allowing for agressive forwards if you have enough control. Everyone knows that if Humans let their RC go down it's nearly impossible to relocate, or finish off the alien base/remaining aliens. However aliens are actually far mor susceptible to early rushes in low player count matches because dretch bots won't attack humans on certain raised surfaces such as the mouldings, missiles, and random 2nd floor raised ledges in the alien base on Sirius Complex.
With humans being mentally tortured by the severity of a successful sneak attack and aliens having significantly less cushoning in the form of competent AI defenders at the base to prevent one; both teams end up limiting their own mobility to go and re-check the base.
You cannot often justify keeping one player back at base in a 2v2 or 3v3 match because that one extra player makes a huge difference when fighting an enemy force of players and CPUs in, or just outside, the enemy base. Having a structure that would babysit for you and at least give you a display of spawns and RC/OM attack status would allow for greater agressive gameplay and less timid base checking.
This is a great wall of text for such a simple concept, but I would support a S2 or S3 structure that increases confidence loss in return for data about spawn/OM/RC provided to the entire team. I'd go with either show spawn/boost/medi/arm # and OM/RC HP, or just add a warning when either the spawns or OM/RC are getting attacked and give instant notification if the OM/RC dies. Buildpoints can be accessed too easily with current dev server mining rate for a flat subtraction of BP on construction to be an effective barrier/con to this nice structure. Players would make use of the structure to be more agressive and would need to keep going for agressive building, structure damage, or enemy kills in order to maintain it or risk getting pushed down a stage.
I haven't played even one match of Unvanquished where there were more than 20 players so I cannot say for sure how it'd play out there but I think the entire idea of a babysitting mechanic for 5v5, or bigger, matches is going to be rather useless because somone can be a stay-at-home builder or is likely to die and respawn. It would only really have a use if it detected whether spawns near it were being attacked; allowing it to be used to check forward spawns and only forward spawns.