This sounds good in theory.
Currently all unit groups share layers that are similar to pollution that control targeting, pathing, and group coordination. All groups use a basic hill-climbing heuristic to single step into the next chunk using the four shared layers player, base, resource, and movement.
When units die they add a negative value to the movement layer, which causes other units to move around the chunk. Information is transmitted between chunks (i.e. the values of layer per chunk) by using a gas dispensation equation.
Because the information is transmitted to the surrounding chunks around the death chunk are also avoided.
I haven't thought through how to effectively calculate DPS. The counting unit loss will work, but still needs to be implemented.
After calculating the DPS and making a unit not attack the chunk is fine, but the hill-climbing algorithm currently in use will most likely cause units to stand around waiting for reinforcements that may or may not be coming.
I'm not actively working on Rampant at this time, so I can't say when this will get implemented.