No offense, but I don’t think 1 conquest point a kill would make anyone stick around who wasn’t already going to. Conquest is trivial to cap and that would be an inefficient means of doing so.
The bounty system is just fundamentally flawed. There’s no incentive to remain a bounty, and every incentive to relog and get rid of it, both because your movement is so restricted and because you’re now the active target of an oncoming zerg. This is especially true for individuals who don’t have a group’s support.
The best course, in my opinion, would be to do two things:
(1) Monetary incentive via a repeatable quest similar to the title one, but rewards something like a Blood Stone after say 30 kills. (Maybe the kill count required increases with each quest repeat, from 10, to 30, to 50, to 100, etc.)
(2) A power-increase similar to the Assassin buff, which scales depending on your group size (e.g., if you’re solo, it’s stronger). I’d say any offensive buff should be modest so as to prevent 1-shot scenarios, while survivability & anti-CC duration should be more significant – at least when alone.
These examples in tandem would provide people both objective-based and fun-based incentive to stay a bounty, with individuals getting more of a fighting chance against a multitude of enemies.