Sounds like lockdown from RO 2... I didn't really like that feature... it was very pointless on some maps, the attackers sometimes just need a little time or a lucky break to get the ball rolling.
But this really isn't fixing the real problem, and that is "why is it so impossible to organize a coherent attack in FH 2?" Is it the player mindset, the lack of communication, the lack of tools? Is it the fact that it takes someone to be playing the role of a totally passive and useless walking spawnpoint? Think about it for a second...