True, but isn't theorycrafting the best part of any game? :)
Okay so, if it were me, I likewise would not want to attack anything as large as an SF with just one ship. I actually theorycrafted an outline for 3 Vanguards attacking in small groups about a year or so ago, and I think I did a scenario with a Warlock and a Cutty, but I'll indulge again this time with just the one ship.
I would not attack any SF unless I was ideally situated, meaning I was slightly fore of a beam position, so that it would not be able to stop flying into my direct assault on its side. Also I would want to circle so only one turret faced me.
Okay so the SF does not see me before I launch my first slavo of Arresters and can't react until I've launched my second--both let fly while outside the SF guns range. Lets say the SF has upgraded to a single Parapet shield--98k protection. All 8 of the Arresters hit for 36k and he is down to 62k shields.
Closing at 1km/s, I am not in range of his guns until 3.7km. He is in range of my 4 EVSDs at 2.2 km, so he has about 1.5 seconds free shots if he has a target. The Vanguards all straif at about 50 m/s^2. The Hoplite is going to be
very hard to hit until it is very close, so long as it's flying defensive on the way in. I would not be surprised if in that first 1.5 seconds the SF takes 4k distortion damage to the shields, and
takes no hits. When the Hoplite's big gun finally comes to bear, the shield is down to 58k.
Then the real business happens. The Vanguard's combined nose guns do 17,880 distortion dps, so if they're all hitting, the shields come down in 3.2 seconds and the computer almost immediately afterward. During that last stage of flight the Vanguard will need to slide through a turn and start to circle to match velocities, and again it is going to be hard to hit. However, if the biggest turret on the SF locks on it with its pair of Revenants, and every one of those shots hit for a full 5 seconds, they could do as much as 6,720 damage to the Hoplite. Lets be generous and suppose all those shots hit the same shield. If it's flying stock shields (not recommended) that shield will go from 21,000 to 15,100. The SF's biggest guns barely make a dent. If half that damage flies through the shields (Rev's are ballistic) it will take about 3k damage. The hull of the Hoplite is 31.8k. It can shrug off <10% damage.
Now you can quibble. You can say "oh yeah, but not all the shots from the Vanguard nose will hit" or "not all the early shots from the SF will miss", but the numbers are all so in favor of the Hoplite that your take away needs to be that it is never safe to fly in hazardous space alone. You can say, "oh, flying like that takes precision and experience and not all hunters will have pilots that can skid into an attack with their nose on target for several seconds at a time", but you don't need to be worried about shabby, inexperienced, unskilled , casual players. You need to be worried about the players that make this their primary playtime. Lots of these guys will be astonishingly good with their birds. BTW, the Hoplite doesn't need to be contented with a pair of 21k@ shields. It would likely use Raparts for this application, which are 32k@. Note too that the SF is decidedly in a worse situation if the owner decided to remove the ballistics and put all lasers in--in which case the Hoplite would take no damage at all.
This is why I keep saying you need to hire escorts. In dangerous space, pirates are going to be attacking and the attacker always has control of the time, place and details of engagement. A pirate crew could screw this up mightily and still take down your SF very quickly. The only ships that can fly dangerous trade routes alone are ships like the Idris, because most pirate clans would be crazy to attack a frigate. Even then a dedicated team will find a way.
Finally, lets talk a moment about how we were promised the game would really work. We were told the Sentinel will be able to mask its signature and pretend to be a ship that it is not.
So you're flying your SF along and spot a Vulcan off your port bow angling in slowly at his meager 210 m/s. He's going to pass in front of you. He hails you to ask if you need repairs. You chat him up politely and don't think much as he angles in a little tighter.
Suddenly there's a burst of speed and he seems to come in impossibly fast, passing just dozens of meters below you, where he pops his EMP. Your systems die, and you start to wonder what it is you can't see.
What you can't see is the interior of the Sentinal, where 10 NPC marines and 2 of the 3 PC's are excitedly readying to depart the ship. The turret gunner has command of Alpha squad--5 NPC marines, and the EM Specialist has command of the Beta squad--5 more sweaty, pissy NPC marines. The Sentinel's main guns blow one of the turrets off your ship before you know what's happening, and the Sentinel ejects 6 persons of dubious intent out into the void by that turret. The Sentinal then swings its ass around and allows the last 6 boarders to depart with breaching charges ready for the SF's rear cargo door.
You are butt-f#ucked. You were flying alone and you got what you deserve. Those f#cking marines were all standing in the Sentinel's open areas stabbing themselves with oxypens out of a crate and they all have full breathing tanks. You're about to have a dozen trained killers on your ship, and since the UEE does not provide ships with Emergency Destruct devices, what you're really wondering is whether they'll let you live or not. Given they've got your fully laden ship, they might think kindly on you and deposit you on the nearest asteroid.
It's dangerous out there in the middle of nowhere, and Chris Roberts has an imagination full of drama. Are you really sure you want to ever take a cargo transport somewhere outside the security of the UEE, alone? If what you want is the risk and excitement of combat, and a decent paycheck, don't you think it'd be safer and smarter to be the attacker rather than the attacked? You should come hunt bounties and Vanduul with the. . .oh well, we can't really say with whom.