Can you explain that one, please?
Yes. Expecting people to enjoy certain real world mechanics inside a
game, for the sole reason of "it's realistic" is poor design. Stating that "
in real life" you would not get your car back for an undisclosed period of time if an area went into quarantine is all well and good, except you fail to state the reaction to the situation faced by those affected. Would you be happy about it "
in real life" ? No, you would be livid. Even if it is totally unavoidable. However this is a game, liberties can be taken with what is expressed, enforced or left to the imagination. Purposefully removing ships that a player has access to based solely on the reliance that they read through Galnet on a daily basis, when at no previous point on Galnet was any warning about the consequence given, until after the fact, is bad game design.
Let me express this situation in another way:
You park your car at a multi-story car park every day when you get to work. On the wall of the car park is a noticeboard, it's usually filled with messages about somebodies cat getting lost, somebodies funeral happening in a day or so, garage sales, people getting married etc. You might glance at it from time to time but after reading it for a few days you get the idea of what's on there. A few days previously there was a short note about some building work that was going to happen at the car park, but at no point does that noticeboard ever list any consequences for parking there nor does it state that you cannot park there. You come back after your day at work and find that the noticeboard now has a new note on it, placed there while you were away, informing everybody that their cars have now been impounded due to the building work and they will not be released for an undisclosed amount of time. How would you feel about it in real life? Happy ? I'm guessing not.
Now translate that feeling to a game, this is the feeling you are giving players who have been affected by this situation, Are the consequences in-game anywhere near as dire as they are in real-life? Of course not, however the emotional response is similar even if it is scaled down. They did not have the relevant information available to them to avoid the situation but yet were punished for it regardless.
The entire concept of plague systems and their consequences are great and I welcome that kind of element to Elite personally, however if you are going to create personal consequence for a player from this mechanic, then be sure to provide all relevant information to them before the event so they may avoid being penalized.