I am glad to see this hasn't died. I have always believed ammo could add an interesting dynamic to the game.
As can been seen many have ideas on how this would work. In the end I believe that if ammunition is added to the game, there will have to be advantages and disadvantages for bothe. The way I see it ammo would give you high damage weapons, but of course you have limited engagement time. Energy weapons would be weaker, but could fire all day. Or you could set it up so ammo works like effect blocks. This would mean that weapons with ammo would no loger have the effect when they ran out of ammo, wile energy weapons would always have the effect. The upside for the weapons that use ammo dont need the effect blocks.
There would also be the decision on how much space to set aside for ammo storage.
I would suggest using storages to hold the ammo(if it was a craftable meta-item). Ammo would weigh a large amount and would cost composite and mesh(or scrap? Lots of talk about that).
Ammo effect would:
A. Reduce energy usage
By a good amount, it should be(in energy) the opposite of overdrive, the ammo will be the main problem
B. Either:
1. Add shield penitration
A. small amount that scales down with increased damage(100 damage has 50% penetration, 1000 has 20% penetration), with damage reductions overall as well, but ammo is not a proton-shield weapon, it's a particle-shield weapon. It's the fighters pew-pewing across the deathstar attempting to destroy important things or stuff that will blow up, while cruisers and larger craft can hammer the shields from above, fighters can do slight damage to the larger ship from the start.
B. Flat out overdrive with ammo.
Just a (boring, in my opinion) 2-3 times increase in weapon damage.
Storages would have a toggle between being used or not used by ammo computers, and a variable input number. When the toggel was on, and ammo computer requesting ammo would take it from that storage, if it was off, the storgae holding ammo would not be viable to give ammo. Ammo computers look through docking links, and storgaes would autofill back up to a specified amount through docking chains. Becoause of this turrwts could be smaller.
Balancing(and equasions)
Power/ammo cost:
Ammo is 1 mesh and 1 composite for 10, cheap enough for starting and mass production, but weighs (undecided, based on how much it costs to make and how much is used) 0.1 per ammo(expained latter).
Power would be cut down by 10 to 100x, because most of the cost would come in ammo production and the weight and size the system it would take up.
Ammo is consumed in the formula of 10/cooldown second/module, until 30 modules, when it goes to 20, at 60 it goes to 40, 80 at 90, ect. Because of the decrease in effency with size, larger ships could not(not counting the extremes) hold infident ammo, and small ships with only a storage and cargo block, could shoot for longer comparitive periods.
Shield penitration would be 90% up to 30, 70% to 60, 55% to 90, 40% to 120, 30% to 150, 20% to 180, then 15% to 210, 12.5% to 240, 11.25% to 270, ect.
An example of a fighter would be:
A fighter is made with one 1:1 cannon/cannon system with 10 blocks in one grouping. It has the ammo effect, and one storage with one cargo for ammo.
It requires practically no power. Every shoot costs 1 ammo, and on a full storage it can hold the equivilent of 4000 shots.
(Shield penitration)
The ship has a full 90% penitration, so it does 9 damage per shot, no matter the shields. It can destroy an advanced armor block in 29 shoots(rounding up the decimals), or 2.9 seconds. It can destroy system blocks in 3 shots, or 0.3 seconds. However, it has to deal with PD turrets, and only can shoot for 400 seconds, which is 137 ad armor blocks, or 1379 system blocks. That is not near accurate, because the would be bond to miss most of the time(being cannons:D), or hit more than one block. Also, it would be hard not to be engaged by a turret or defensive fighter, or face the same point for more than 5 minutes over time.
All number are subgect to change(although I did spend quite a bit of time on balancing the mass and damage and cost).