Yeah, I did talk about kingmaker, nice of you to bring that up
![Faust :faust:](http://www.nintendoworldreport.com/forums/Smileys/default/faustsmiley.gif)
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Implementing a debuff or penalty for running away won't really work, because the condition isn't that discrete. If it's the best tactic, people will do it to just the maximum that they can, touch another character or something to prevent the penalty, and go back to what they were doing.
In random matchmaking, a time ruleset would pretty much solve this, I think. Maybe +1 for kills and -0 for deaths would be best? If it's stock and more than two players, well, people are just going to run away. Stock teams should be fine, though.