@jip Re it not being the competitive scenario that everyone in the lobby signed up for, actually it is - that is afterall the whole point of full share, that if someone on a team dies, the other teammate(s) inherit their stuff so the game can continue.
I also dont understand how an eco test to 2 players forcing 1 player to concede would add randomness - it would be based on actual amounts not randomness. Thinking further the only arguably random element I could see could be temporary power stalls or sudden reclaim distoring the figures, but that could easily be resolved in the code.
In which case that just leaves the argument that having say a 75% mass threshold for a 2/3 player recall to be successful is too much complexity to be justified. While it is an increase in complexity, it seems a fairly simple to explain complexity, and it has a massive impact at reducing unjust recall votes - this thread demonstrates how there is a significant amount of people who are unhappy with the current implementation, so there would be a clear benefit from such complexity. Given the complexity of the actual game (just take the overcharge mechanic as an example!), it also doesn't seem like it would be too complex a mechanic for people to understand if the UI could reflect it. However this part I dont know about - i.e. while I think it should be straightforward to code an eco test, I dont know if it would be straightforward to have the recall vote display text that varies based on the teamsize; e.g. in a 3v3 it would have explanatory text "This requires everyone on your team to vote to recall, or just one other player if your team has less than 75% of the enemy team mass income", e.g. on hovering over or as part of the UI menu.