The disengagement rule is needed (until hopefully Bonk's work takes care of everything including someone running off the hex)
That is how Lepton and I have been testing it, I have been running off, he wins, consistently. However, it is the mission script's responsibility to report this correctly, there is nothing I can do in the serverkit code to affect that. (The "patrol bug" should be long dead).
By the sounds of things here I'll have to add differing gf configurable DV shifts for various combinations of 2vs1, 3vs2... as well.
Note that it is using DV shifts of one and high hex DVs that has painted us into this corner, the old serverkit defaults would result in most hexes flipping in just one mission, kinda negating the whole PvP and hex flipping time issues...