So how many Vultures should it take to kill an Anaconda? My opinion: One (don't be silly), Two (if they're very lucky), Three (if they're organised), Four (probably), Five (definately).
Taking away the skill of the pilot, how does the game mechanics make that ratio happen? SCBs is one of the ways.
Agree with you in terms of numbers here.. i just dont believe that i should have to load an Anaconda with SCB to make the numbers you call out work. The Anaconda (just using this as example but applies to Python etc) should be able to take on 2 or 3 Vultures even if its not loaded to the hilt with health potions. What i would like to see would be that the A8 PP kicking out 38MJ would charge the A7 shield properly i.e. at a higher rate than the Vulture PP charges the Vulture shield... this way the Anaconda would be more 'robust' as it should be for the 500mCR spent on it. If ship X costs 25 times the amount of ship Y then ship X should have a pretty big advantage in terms of strength / resistance to POP'ing?
Then factor in the improvement that could be made if Armour protected modules so that both Armour and Hull had to be depleted somewhat before modules could be catastrophically taken out... again this makes the bigger ships more robust.
Honestly i dont know if limiting the SCB to one per ship would fix things. Really dislike SCB in their current form though, i dont play games where there are Potions and Power Ups just because they feel silly to me... maybe i am too old but loading up on Potions just isnt my thing.
SCB in my view, stop me PVP with any player.. as I dont load my ship specifically for PVP so have no potions to chug.