I think that would certainly work better; I do worry, though, that extra npcs popping in to existence, or emerging from a ‘spawn tent’ or similar, is a bit… retro, I suppose, and might make the game seem a bit dated. Still, it would likely work, increase challenge somewhat, and could be interesting.
I think, really, what the game needs is just some more variety and immersion with thralls. At the moment, every spawn is a fixed position, and (barring a few) every thrall just stands still (I’m counting any static animation, including dances, as ‘standing still’ here), or walks a fixed path. Also, every spawn point either spawns the same thrall type every time, or randomly chooses from a very small pool. So, for every camp you know where every enemy is, and what they are, before you are even in sight of the camp. That’s… a bit dull, and sorta sad.
I think Funcom could make a significant difference to camps by adopting an altered spawn mechanic. At the moment, if a camp contains, say, 6 thralls, then exact locations and types of those thralls are always the same (with tiny variations to type - like a carpenter instead of a blacksmith - and some variation in tier). If the camp, as a whole, had, let’s say, 36 spawn locations, instead of 6, and the camp had a ‘spawn table’ of it’s own, then it could be much more interesting. Imagine that the camp is set to always spawn 6 npc’s, with a minimum of 3 being fighters or archers, and each npc spawns on a random spawn location which is valid for their type. Then, every so often (at a somewhat randomised time interval) an npc may choose to path to a different spawn location (again, a valid location for their type), and play any relevant emote for that location and their type. The result would be a dynamic base, with fighter types moving around patrol points, standing guard, or taking a break by the fire at unpredictable intervals, while the workbench thralls move around inside the camp chatting, pondering, tinkering, or sleeping, as dancers range around, dance by the fire, or visit the altar.
Adding a little variation to the number of thralls in a camp, and possibly patrols from camp to camp, or around larger camps, with these changes would lead to a significantly more dynamic and living world; but, of course, would also add some server load (but I think it could be done without huge load, if implemented correctly).
Of course, none of this would really answer op’s original point (I probably should be posting this brain-fart as a separate suggestion)