Either you have the necessarity to build a base or not, everything else should be the choice of the player.
Turtler, player who turtle in their base, build up a large army and steam-roll the enemy, is not an uncommon type of player. Yet it is not the standard player.
The most basic tasks of a base are to be a safe haven for your weaker units and to contain and defend your important production buildings. This should lead to the necessarity to gain resources, to build up a production economy and to build defenses:
1. Hard to reach/protect resources. Maybe you need to fight over resources, therefor you need to leave your safe base in order to get your hand on these valuable, limited resources.
2. Raids from your enemies. Weak and unguarded units/buildings will get damaged/destroyed. The enemy will gain an advantage if you need to put more resources than necessary in your economy.
3. You need to get a working, cost-effective economy running to build and maintain a large army.
You should be challenging all of these topics. If you don't challenge one of these, your game could be too easy to win by just turtling. To add some variance to your level design, you can try to change the weights of the three topics, something like this:
- race for resources: the most important resources are reachable easily by all factions, you need to get a hold on them quickly
- tower defense: the enemy is pressing on from the start, wave after wave enemy units attack your base and you need to get a economy up under permanent pressure.
- counterstrike: the enemy is in a well defended base, you can't overrun the base in a single attack, even with the best units. Whenever you start an attack, a hard counterstrike will hit your base. You need a good working economy to keep up permanent pressure on the enemy.