Gonna give my 2 cents here since the tools for Bounty Hunting are nigh identical to Piracy so I can apply my Doctorate of Theorycrafting fairly well here.
For "dead or alive" bounties you prefer dead: whatever combat ship(s) you and your band of merry TESTies feel like bringing. Super Hornets, Hurricanes, Gladiators, whatever. Shoot to kill, take no prisoners.
Con to that is that most likely you'll get reduced payout for "dead" bounties as a skill mechanic. Piracy is similar- you take less of a UEE Reputation hit if you disable ships and loot them versus blowing everything up and killing everyone. (Although allegedly if you completely kill everyone plus all the black boxes, and there was no time for them to send out distress signals identifying you, it won't affect your rep since you can't be tied to it, but that may very well change).
So for missions where you're trying to take the target alive, you need a tackler. For those of you who never played EVE Online, a tackle is basically intercepting a ship and making it so they cannot warp out (or in our case for SC, Q-drive out). In EVE this is usually, but not always Frigates, which are the rough equivalent to Star Citizen Light Fighters like the Gladius or Buccaneer. There has been lore blurbs about technology like field generators that disable Q-drive by projecting a false mass shadow to trick a computer into thinking there's an obstacle blocking the way, but that's not the case right now.
So for tackling in SC, we have a few options.
1) Suckerpunch distortion cannons with repeat hits can disable systems, eventually shutting down the ship as a whole. Have been mentioned to temporarily disable Q-drives with each hit as well.
2) Dataspike missiles allow you to hack a target ship, possibly disabling their Q-drive or engines altogether.
3) EMP, currently only in the hands of the Sabre Raven or Avenger Warlock. Completely shuts down all ships in an AoE bubble for a few seconds, at the cost of shutting down the EMP-launching ship as well. Sabre Raven may employ different EMP technology, but I wouldn't bet on it being too substantially different. EMP on the Raven apparently is attached to S4 pylons, so any ship with S4 pylons could hypothetically mount it as well if CIG chooses to release it as a standalone system.
So Suckerpunches seem like the most reliable and easy to acquire tech for tackling, and double as a disabling weapon as well. The Buccaneer is a prime candidate for Suckerpunches with its twin S1 fixed hardpoints on the wingtips, since currently there are no larger versions of Distortion Cannons available or mentioned. The Buccaneer also happens to double as a capable combat fighter, great handling, and with the capability of mounting a combination of 4x S2 gimbals (split between 2 S3 hardpoints and a 2xS2 unmanned turret) or a fixed weapon loadout of 2xS3 and a single S4 hardpoint for larger punch.
Downside is Buccaneer sucks for solo work since it's a pure fighter.
Avenger is the smallest solo capable Bounty Hunting ship, and the Stalker comes stock with some cells to hold prisoners as a bonus. The chaingun up front does some impressive DPS, but overall with only a trio of weapon hardpoints (S3 gimbal nose, 2xS2 on wings) mounting Suckerpunches cuts a lot more into the relative DPS as it does on a ship with more hardpoints like the Bucc. Warlock on the other hand is going to be fucking amazing in groups with that EMP.
Cutlass Blue is probably the "best" bounty hunting ship around simply because its the better version of the Cutlass, which is designed to disable and board enemy ships. With (presumably, rework details on Red and Blue are scant) heavier armor, stronger shields, better stock components (engine, powerplant, thrusters) and some boarding cells in the back, and a plethora of firepower (capable of mounting an impressive 4 fixed Size 3 guns + the twin S3 turret, or mounting 4x S3 gimbals- operators choice) and twin S4 missile mounts, the Cutlass Blue is going to be mean.
Other contenders could be the Constellation (missiles galore + enough room to maybe install some cells if CIG decides to add them) but beyond that you start to run out of combat ships that are beneficial until you hit the Polaris, which is probably mega overkill for 90+% of missions.
A fleet is probably going to need 1 "hauling" ship to transport prisoners with possibly a backup for redundancy in case SHTF, a tackle or two, and then some general combat ships to provide escort and cover. Maybe a scout too.
A pretty easy to fill one would be:
- Scout/Tackle: Sabre Raven. Sneaky scouting plus an EMP for opportune initiations.
- Sabre: Tags along with Raven to provide a bit more cover, since the Raven is fragile and not that powerful.
- Cutlass Blue. Fire support, boarding, and prisoner transport.
- 2x combat fighters of your choice. Super Hornets, Hurricanes, Xi'an Scouts, Banu Defenders, Sabres, Buccaneers, whatever the pilots prefer and have on hand. Defend the Cutlass Blue and engage enemy fighters.
Naturally you can add or subtract ships, bring a torpedo bomber for knocking out heavier ships, Caterpillar for a heavier boarding platform, Herald or Vanguard Sentinel for EWAR duties, etc etc, but this seems a solid core to me.