I agree that building a dedicated pirate hunter is a double edged sword, but Q-ships have their place.
The fact that the line operated Q-Ships was well advertised but, as it would change from month to month which particular ship that might be, I used the logic that pirates would steer clear just in case.
The point behind a Q-Ship is that the pirates think it is a merchant, that adds in wider Op-Sec considerations that need to be addressed not just making a Q-Ship and hoping for the best. You need to hide among the sheep.
* The actual weapons are not relevant here, I don't want to start yet another argument about which weapons are best, whether dogfighting is a good thing etc. I Know what I want to happen in my game, I just need plausible deniability
I had a shipping line that used modular cutters. 90% of the time they just carried cargo, every once in a while they carried one to four SERIOUS weapons* modules (depending on anticipated threat level). These modules were swapped out in a private secure facility so there was no way for a normal pirate to find out (if they had the resources to get someone working at the private shipyard then security was compromised and there was a much bigger problem).Issue 1/ While under construction the word about this business Q ship gets out and pirates put it on the "do not approach" list. You can avoid this by making the ship far away then it has a long trip with no income. Better have deep pockets
The fact that the line operated Q-Ships was well advertised but, as it would change from month to month which particular ship that might be, I used the logic that pirates would steer clear just in case.
The point behind a Q-Ship is that the pirates think it is a merchant, that adds in wider Op-Sec considerations that need to be addressed not just making a Q-Ship and hoping for the best. You need to hide among the sheep.
In my case after the cargo had been dropped off at the private yard which module it went into or which module was loaded was known to a much smaller group.Issue 2/ The most effective pirates would have insiders telling what ships to attack, yours has suspiciously little (or none) cargo let alone cargo of value. The customs people on the take as their informants will know what your ship is. Won't be approached. No income.
This is an issue if you are making your income from hunting pirates but less of an issue if you are just protecting your regular business. If you are part of a line rather than an independent you will have less trouble with the Navy.Issue 3/ Unless pirates are a severe danger in the area you could go months or years with no income as you don't get attacked and if they ARE a severe issue the navy will show up in the major systems and minor systems don't have enough business of value to support the pirates. Your ship will look like a pirate to the navy with their REAL warships who just want you dead not to steal your cargo.
This is definitely a question of balance (as in all things). Any merchant line (whether sole-operator or a fleet concern) will draw their financial line to determine if the risk of loss is lesser than the cost to prevent that risk.Issue 4/ Your ship may be a match for the pirate but that just means you both get wrecked unless your ship is substantially bigger. Which means much more expensive to buy and operate.
This works better for lines as they can self-fund.Issue 5/ Who is going to give you a mortgage on a ship that is actively seeking combat? Too great a chance of losing the money loaned possibly on its first battle.
This is where the difference between hunting pirates and legitimately defending the other ships in your fleet becomes an important consideration.Issue 6/ Unless you have letters of marque the fact that you are hunting other ships makes YOU a pirate too.
* The actual weapons are not relevant here, I don't want to start yet another argument about which weapons are best, whether dogfighting is a good thing etc. I Know what I want to happen in my game, I just need plausible deniability