Just some random musings and food for thought, not really expecting anything here...
The ammo types attack every element of the ship, except for the crew. I would not suggest having any type of round that would kill crew members. However, a valid tactic in many games is to temporarily disorientate the enemy with items such as flash-bangs, toxic gas, and tear gas. These effects would not last long (Less than three seconds).
These types of ammo would only work in mortar-type guns or flame-throwers (with other particle effects like green flames), would do zero damage to hull or components, but just might even the field a bit against those crack shots that seem to be able to hit anything even with a blindfold on. .
Suggested modifiers:
Clip size and velocity would be severely reduced.
Flash-bangs- double vision, ringing ears - <1 second duration
Stink bombs- strange colors, wavy vision - <2 second duration - if gun is damaged with ammo loaded, effects gunner (as if your ship was hit)
Tear Gas - blurry vision - least disorientating - 3 second duration - if gun is damaged with ammo loaded, effects gunner
Areas of effect:
Hull hits- slightly disorient pilot. Can't see 'targets' or hits on enemy ships until effect passes. Multiple hits would increase the effect.
Gun hits- disorient seated gunner (possibly unseat as if gun were destroyed?) Disorient Engineer with part in focus (fixing or buffing). Can't see 'targets' or hits on enemy ships until effect passes.
Vacant gun hits- Disorient Engineer with part in focus (fixing or buffing), Can't see 'targets' or hits on enemy ships until effect passes, otherwise, no effect
Balloon hits- no effect
Engine hits- Disorient Engineer with part in focus (fixing or buffing), Can't see 'targets' or hits on enemy ships until effect passes.