I'm not being held hostage by anyone.
Just increasing the timer upon hit wouldn't work because the confirmation absurdly comes after the timer.
They could just move the confirmation to the time you click quit, then have another button that will just destroy yourship and quit the game immediately. That way no one can abuse the timer as away to preserve in-game assets that were under threat, and no one can hold you 'hostage' because you can cleanly exit the game even faster than before.
How so? How could my proposal possibly lead to more combat logging?
The implication is that removing a sanctioned way to save one's ship when one screws up would be replaced by people just disconnecting.
There is probably some truth to that, but I would in turn consider it more incentive to actually enforce rules, rather than an excuse to retain a deficient feature.
Why don't more PvPers play CQC?
Why don't more boxers just join a swim team?
I've said it before but Elite Dangerous is a game that doesn't know what it is or what it wants to be, a sim, an RPG, a combat game, an MMO ...who knows?
Nothing exclusive about any of those things.
If your opponent can't blow up an idling ship in 15 seconds, they couldn't stop it from high waking either.
This is false. Many of the timer logs I've seen were due to destruction of someone's FSD, PP, or thrusters, or the interruption of an FSD charge. In many of these cases, the one using the menu to leave had essentially no way of salvaging their ship via gameplay, so they abdicated the gameplay to preserve their in-game assets.
This is not the intent behind being able to log off. The timer exists explicitly for some opportunity to allow one's vessel to be lost if that player decides to quit rather than allow the scenario to play out. However, the timer has always been implimented poorly and has not kept up with the durability of ships as the game as evolved.
I'm fine if they want to separate the combat timer in to various categories, like PvP, PvE, and environmental.
PvP could have a 30~ second timer, PvE stays at 15 (they don't care). And environmental (like guardian sites)can be zero, because it actually makes no sense that you need to wait because nothing is around to shoot you yet. Lol
There is no reason to have different rules for these situations. All of them are fundamentally the same.
CQC is unpopular because you can't waggle your e-peen in it
I have a 4.1 CQC KDR that I waggle any time anyone makes some sort of obtuse comment about how PvPers should just CQC.
CQC isn't a substitute for real/organic PvP any more than chess is a soldier's substitute for infantry training.
It isn't broken, so a fix is not required.
I disagree.
It's decidedly sub-optimal for both of it's intended purposes, which are:
1. to quit the game.
2. prevent people from quitting the game just to avoid in-game losses.
Number one is fixed by moving the timer to precede the count down; no more input needed so if your CMDR really isn't at serious risk, you can just get up and go. Number two is fixed by substantially increasing the countdown before the game cleanly exists, or by resetting the timer upon damage. Leaving the game in a situation where your ship would be destroyed otherwise should simply be an instant self-destruct.