Typically in a 1v1 these situations are close to unwinnable
I disagree. They make it a helluva lot harder, but certainly not impossible. In 1v1s on small random maps you'll usually have some time and space to get on your feet and ready to fight. However in situations where you must face off against an opponent only a few jumps away (in ffas or team games) you'll have serious trouble. In team games though you can lean on your allies to help you fight off opponents through feed to help you keep up with an opponent with superior economy. Thankfully in that type of situation your opponents economy will probably not be too much stronger than yours (because he'll want to rush you to keep your economy from growing). Having to colonize and Ice or volcanic planet first will set you back quite a bit in resources and credits, but a nearby opponent will have to rush you to take advantage of your misfortune. In this type of situation, I highly recommend building a second frigate factory at your hw (either by scuttling your cap ship factory [recommended] or purchasing the logistics upgrade) This way you can use rush deterrent ships (scouts and lfs which do not require military labs to build) to help fight off a rushing opponent. The trick here is that while you had to invest in civic techs, your opponent has been churning out ships (likely lrfs) in preparation to stomp you. The only way to get enough ships to fight back is to out produce him. Scouts (though recently nerfed) are still good lrf killers, you just need to be able to produce enough of them fast enough to push your opponent back. If you manage to colonize the volcanic planet, you can sell the extra crystal and metal you have to help you afford scouts. You can right click on the scouts attack button to set them to auto attack (so they dont jsut sit there). If you're being rushed by light frigs or scouts, you build light frigs. That will give you the best chance at survival. If you've got a colonizer cap, DO NOT let it die, you can still escape and colonize near one of your allies and be helpful to the team. (as you did), if anything you can at least be distracting. Timed explosives work wonders if you keep blowing up your opponents military labs, and that can help your team by slowing down the flow of reinforcements.
In the situation you were in, you probably would have been better off spamming scouts than lrfs. Get the second factory and you can out produce your enemy whos reinforcements have to make at least 3 jumps to get to your hw. It would also be a good idea to post 1 scout at the empty asteroid belt to monitor his incoming troops. That way if your spamming scouts, you can keep an eye out to see if hes bringin in light frigates to kill them, at which point you can start producing light frigates of your own, mixed in with more scouts. Generally its a bad idea to produce light frigs if your opponent has long range frigates, BUT if you have scouts killing his long ranged frigs, he'll want to keep killing them as they pose more of an immediate threat. You can fight him off this way, but you can't rely on it for too long, you'll have to try and tech up the military tree at some point, because he will be, and if HCs enter the equation, you'll be screwed if you havent researched lrfs yet. Anyway, with a no roid start, be prepared to be on the defensive for the majority of the game. If your allies can manage to take out their opponents while you stall the crap out of yours, you'll be in good shape to win.