I'm afraid you are mistaken in this belief. If you watch the live stream with Dav Stott or the "from 0 to 600 million star systems" talk from AWS:Reinvent 2015, you can hear it from the horse's mouth, but to summarize:
In ED, the game server (not host) matchmakes game clients together according to game location and network topology. The game clients form a P2P network where each peer is responsible for its player's ship, munitions, and some of the other entities such as NPCs. If a peer leaves the session (due to a change of location, shutdown or accidental disconnect, the authority over those other entities (ownership or responsibility) is transferred to other peers remaining within the session. No single PC owns the session, they distribute responsibility for controlling the entities across the session. The two rules are that players' own clients always retain authority over their own ships, and the game server retains ownership over certain critical data such as station docking control; this was moved onto the server pre1.0 as the consequences of a client owning this and getting it wrong were drastic. If all peers leave the session, it ceases to exist and the game server tears down its record of the session, any new game clients entering that location are instructed to establish a new session. New sessions can also be formed if existing ones are 'full'. HTH