I agree with night, its too much brute force.
I've seen this on other servers before, and it aggravates me when servers have it.
All a player has to do is retreat to the starting saferoom and people in the front will be warned and teleported back to the furthest back guy, and since survivors can't rope other survivors and bring them along, if someone decided to stay in the saferoom, its a done game, if admins are not on that is.
Same thing can happen in the front, If you are not rushing but are blocking spawns and one of your teammates actually decides to rush, it will teleport you along with them back when you weren't doing anything wrong.
And what about the points where the team feels it's a strategic rush and the plugin knows no better and forces you back right into the lion's den eh?
What if a jockey pulls a survivor so far forward the plugin told him not to rush and teleported him back. That is a strategic position an infected put him into, and the plugin to prevent rushing will initially save the survivors from losing a teammate and may allow them to win the game.
What if infected kept chain charging players back, which happens so much in Sacrifice map 2, and the front survivors get told not to rush, and get teleported back to the player being chain charged or brought back in general. It was not their fault they got pulled back, and they did nothing wrong; only a human would know this.
To me, this plugin has too many faults, no matter how you code it. It has to think like a human in order to know if someone is rushing for situations like those I have previously stated, and that is also why I prefer admins over this plugin to take care of business.
We may have faults as humans, but we would do a better job than this plugin could and with that thought, save the person writing the plugin the trouble of making it so sophisticated.