There are three main effects I'm looking at for normal bullets:
AP - armor piercing
HE - explosive
I - incendiary
AP has obvious effects - negate DT to some degree determined by the cartridge size (IE: .308 AP would negate more than 9mm), but also negate damage as less kinetic energy is transferred to the enemy. So, there's a tradeoff to using AP ammo that makes it more valuable than normal rounds in some situations and less valuable in others. So, this is pretty easy to balance. What I'm more concerned with is HE and I.
HE should increase damage, I would think, but then, why would use anything other than HE? There has to be some kind of drawback for this. Increase in condition damage doesn't make sense - it's not as though the barrel pressure is going to be higher or that some other weird propellant is used. I'm thinking they should just be more costly to build (effort and caps-wise), but not sure how to do that.
Incendiary rounds also have a somewhat obvious effect - they light things on fire. However, if you shoot a person with an incendiary bullet, they aren't going to light on fire, taking some small amount of damage over time. You can't put enough flammable material to light a person on fire, especially a person wearing any kind of armor made of a non-flammable material, like metal or plastic. In real life, incendiary rounds are used for igniting things at distance, like fuel containers or equipment, but certainly not people. So, is there a point in incendiary ammo in FONV? Should there be? What should it do?
For shotguns, since the cartridge is pretty big, there's all sorts of things you could stuff in it. I'd like to think in the future that there would be flechette rounds, so that could negate DT or perhaps inject poison. For slugs, I could do acid, EMP and HE (HE slugs already exist IRL, but it's a bit small), with obvious effects. I could also make 25mm/40mm gas rounds that disperse the effects of the existing poisons on groups of enemies in an area (this may take a bit of scripting).
For energy rounds, I really don't know what kinds of things I should be looking to do. Realistically, the power source shouldn't add any effects to the shot being fired other than to add more energy to each shot (EX: overcharged power cells, etc.), but that's boring compared to all the fun stuff you can do with gun ammo. So, what should there be, and what would you call it? I'd like to see some kind of DT negating effect, because there currently isn't any, but just adding "negates 10 DT" seems too simple. There has to be some kind of explanation to it, even if it's just technobabble. Perhaps it would make more sense to have some kind -DT over time, burning the armor away, so to speak, but this would really only be useful for high ROF energy weapons. There should be some kind of equivalent for low ROF weapons, like the laser/plasma and gauss rifle (which uses 2mm slugs in the lore. What can be done with that?).
Scripted effects are not off the table. All suggestions are welcome.
