So how do you explain fires caused by weapons other than the flamethrower hamster? I agree with anyone saying fire does not need to be nerfed any more. Only about half (or less?) of the ships can not effectively be kept chemsprayed.
Incendiary rounds have some fuel component that can be long burning.
Explosive ammo weapons can also carry some slow burning fuels that get spread about after the charge is set off.
GOI isn't know for its slavish adherence to the laws of physics so it doesn't really matter what the real life equivalent of the game mechanic is.
From a game play perspective I find this interesting because flame locking a ship becomes more difficult if the fire stacks go out after time. For a crew to pull off a flame thrower kill the pilot must keep the enemy ship in range of the flamethrower for the duration.
This system would also open up new options for the engineers. Right now if you are a chem engie and a component gets 17 stack of fire on it the best action is to leave it alone until it is fully destroyed, then rebuild it. If the stack timeout mechanic were implemented it would become viable to mallet the component to keep it up at partial health until the the timeout occurs. Thus the engineer has to choose between a component at partial health vs the component being down for a bit then coming back at full health. This consequences of this decision could be different if the attacking ship gets into flame range again.
There is no way to tell if this is a good idea or not until it has been subjected to play testing, but color me intrigued.