What determines what kind of ammo you can plunder from disabled ships?
Is it you and the disabled ship must share the same weapon? If there are multiple weapons, does Nova pick one at random?
Does giving a ship a weapon, with a weapon count of 0, and some ammo, does that create a ship that can't fire the ammo, yet the ammo could still be plunderable?
And now for the big question...
If you are using the multiple-ammo-for-one-weapon trick (invisible multiple launchers) and the disabled ship happens to also be using one of those weapons, would you be able to plunder ammo that you couldn't normally buy?
I'm not sure I explained that very well, so I'll include a psudo-plug code example:
A rocket launcher that can fire three different rockets. But that you can only use certian ammo with a special targeting unit. (You are prevented from purchasing it)
128 - Rocket Launcher (Alpha Missile)
Weapon
OnPurchase g129 g130
OnSell d129 d130
129 - Rocket Launcher (Beta Missile)
Invisible Outfit Weapon
130 - Rocket Launcher (Delta Missile)
Invisible Outfit Weapon
131 - Alpha Missile
Ammo
132 - Beta Missile
Ammo
133 - Delta Missile
Availability: o134
Ammo
134 - Special Targeting Unit
Now let's say the enemy ship had weap 130, the Rocket Launcher (Delta Missile).
If you had purchased the basic Rocket Launcher, and therefore have all three versions, would you be able to plunder Delta Missiles even if you didn't have the Special Targeting Unit?
My gut tells me, yes, you would.
So this somewhat breaks the hack doesn't it?
You could have the Special Targeting Unit add the Delta Launcher instead requireing it to purchase the Ammo, but if you have multiple pre-requisite items this causes complications