* Combat Logging: unfortunately there isn't a panacea we can apply to make it go away. We're investigating various options to mitigate the issue. I can't really add anything more at this point in time, other than to say that we're aware of the issue and we're looking at what we can do to both "escapee" and "victor" to improve the situation.
I will quote my post from another, locked, thread, but excluding the personal remarks to the other participants in it. It contains observations on the way various products have dealt with the exploit.
Not excluding the fact that you probably have your own observations on how the Combat Logging exploit has been solved by other MMO and Online titles.
Technically, with E

's p2p networking, it might be hard to implement such a thing, but persisting ships after game logout are an
absolute must for such an issue to be resolved. In that regard,
fixing the currently available normal-way Logoff timer by forcing ship persistence through the countdown, no matter the game process shutdown/kill method, and increasing it to, say, 45 seconds should be enough.
So, here:
Just checking. Is there actually a written rule in any online game that states you are not allowed to log off, exit, shut down the computer or such anytime you want to?
Online games with PvP features include timers that punish players who log off. All game mechanics are considered "rules" since you play the game. Such mechanic is the anti-combat logger mechanic implemented in major and not so major titles.
The major problem with the people who protest against this, is that they try to push a non-player-interaction argument against an exploit that happens during pvp. Nobody of the people who play PvP, I think, requests an anti-combat logging mechanic for out-of-combat situations. Nobody is even discussing it and there are no reasons for people mudding the water with complaints about supercruising out of combat and your internet being crap.
Implementations of the anti-combat-logging features vary from things that you may consider "fair" to things you may consider "ruining your gameplay".
In any of those games killing the process is ok, however what happens to your character/vehicle is what is needed in Elite:
1. DayZ Standalone: Logging out whether in or out of combat may happen at any time. However your character stays at the same spot for 30-280 seconds;
2. DayZ mods and other Arma mods, depending from server to server: Logging out results in the character standing at the same spot for xxx-xxx seconds(depends on the server settings), If you log out when
combat actions are being take, such as people firing and hitting you, you shooting a gun, you can only log out after a time of xxxx-xxxx seconds runs out, during which time you are unable to take any actions in the game. If the timer runs out and you are still alive - good for you, you log, still considered by players combat logging, but nobody can blame you for exploiting. Usually around 60 seconds(again varies).
However! If you kill the process in order to evade being killed, the fact that you didn't wait for the timer is detected by the server and you get insta-killed the moment you log back on.
3. Planetside 2 - If you kill the process or exit the game via the exit menu - your character stays at the same spot for up to 60 seconds;
4. World of Tanks - Killing the game process or being afk during a battle results in your vehicle standing still during the course of the whole battle session and your vehicle gets destroyed automatically at the end of the battle(if you didn't move for a certain amount of time);
5. Dota - Force-qutting results in you dropping from the game. Doing such a thing a few times results in your being put in a special "low-priority" queue, where you can play only with players like you, other people who were punished for things such as offensive language, trolling, etc., not with the majority;
6. War Thunder - your vehicle stays at the same place for a certain time after you physically disconnect during a battle;
7. Minecraft servers that allow pvp also have combat-logging mechanisms;
8. CS:GO combat-logging results in you being unable to rejoin the same game again, hence killing all stat earnings and battle completion rewards;
9. Rust does not let your character disappear, it is persistent in the game world. If someone finds you, be it NPC or player while "sleeping" - you can be done whatever you want with said player;
10. Il-2 Sturmovik (even the old one through the Lobby program), left your plane flying for a certain time after you DC.
There, 10 examples of combat-logging mechanics off the top of my head. I am sure many more games can be listed here.
And yet, all of those games have much more players than Elite and they all comply with the mechanics/rules/call-them-whatever-you-want.
E: D is an online game and as such abusing the software side of the game to gain advantage over other people who play it within the game mechanics is an exploit. As such, it has to be dealt with.