Then what's the point of the lock-in? To stop you from fleeing for repairs if you were about to die?
And again, it doesn't take into account someone who wants to leave for whatever reason within the lock-in period. Eg: New player joins out of curiosity, wants to leave when they figure out what's what. A player joins, but then two wings of enemy player's join - most would simply choose to leave at such an imbalance the lock-in would prevent that and then they'd die needlessly. A player joins, lock-in... baby starts crying; right now, just wake out. Your suggestion is to 1) die, or 2) log off or 3) CLog.
I get what you are trying to accomplish with the suggestion, but I just see the cons outweighing the pros.
The reason for the lock is to keep people engaged against each other.
What happens is people check zones if they are there. They will either combat log, or leave the zone to reset the instance without people in them.
People that are headed to these zones are going there for a farming session. This is where teams will be working together against one another on both sides. You have to pick a side when you enter them.
Once you pick a side you farm those ships. While you are farming those ships there maybe commanders on the other side. The goal is to farm safely and punish the other commanders for overextending.
Using weapons like long range phasing, Stealth assassination ships, healing beams to keep your team alive. Torpedoes.
There is a ton of gameplay not happening with in these zones.
And lets pretend for 1 second all this is played in open. Well, as you can tell throughout this games history. And in any game out there. The goal is to complete an objective, but if people have the chance. They will take every possible way to complete the objective unopposed.
In Elites cases this is very extreme. Its removing winning and losing against each other. And it becomes who can PVE the most, who has the most time on their hands IRL. Which involves no skill or gameplay. Its just mindless farming against each other. Thats not how this is supposed to be played out.
These ships are going to these zones to farm, to complete a goal. If they see someone there that can oppose them. Instead of staying they will leave, just like people mode swap if affected or lose.
Because they still want to complete that goal against each other. When they leave they will do their best to reset the instance or go to another zone to try to win the wars. These wars are against other people.
WHat this does is gives reasons for people to engineer their ships, learn the game, stop getting "seal clubbed" after 5 years of play.
Whens the last time someone used a wake scanner to track someone down in a powerplay or BGS war? I think I have only seen this happen one time. And I did it. Utitlites are either shield-boosters, chaff or a kill warrant scanner during these activities. What good is a manifest scanner if no one sees each other during these events anyways.
This game is hindered by people removing themselves from conflict. To complete the conflict against each other.
It doesnt have to be a timer, heavy masslock factors were brought up and I think its a good idea.
People are working against each other anyways. So why not have meaningful teamfights, builds, wing comps, communication and put some of these weapons, ships and modules to actual use?