there is literally no reason to be against the idea unless you're using premium to your advantage in PvP.
That's not my reason.
I don't synthesize often and this is actually the
only time I have ever had my CMDR synthesize higher ammo grades outside of a friendly test scenario where all participants knew exactly what was going on beforehand:
Source: https://www.youtube.com/watch?v=46rjR81lf5Y
My aversion to a premium ammo specific warning is wholly based on my desire for mechanisms to make as much sense, in an in-game/in-character context, as practical. I'd be fine with exact damage being listed, but I've yet to hear of a rational mechanism by which extra damage from premium ammo could be distinguished from other damage augments, in and of themselves.
Yes, I realize that there are countless other lapses in logic that are well-established aspects of the game. I do not consider this a good excuse to add more and would like to see most of the others replaced with more internally consistent mechanisms.
NPC's do not use premium so you would never even see a notification or have an audio warning if you don't fight other players.
Ideally, NPC's should play by the same rules as CMDRs and the fact that they currently do not is not a good reason to further emphasize any artificial PvP/PvE dichotomy, IMO.
The PvP community already 'shouted down' an experimental effect that would have benefited those who don't indulge in their 'sport'....
Experimental effects work the same way against NPCs as they do against CMDRs. If it was overtly unbalanced in PvP, it was overtly unbalanced in PvE.
He said he would settle for an effect notification icon (like experimental effect icons), which I believe is the correct way to deal with the issue. Is this not acceptable?
It's not ideal.
Standard and premium ammo do not apply any status effect to the target, they only amplify damage. A status effect would be incongrous because it's lacking in primary mods like OC or SRB, and secondaries like oversized. Even effects that change damage type do not apply status effects. A status effect is something beyond basic damage.
As I mentioned earlier, listing damage would be the most straight forward solution to this perceived problem, as the ship is obviously already tracking such damage...it's just not displayed with sufficient granularity nor logged.
Other options would also, IMO, be preferably to a status effect...even changing the color of the tracer to something unique would make more sense.
the inclusion of any 'benefit' is for the whole of the player base, even if they hate the idea
Drag munitions that prevented boosting did not benefit my play, nor did Engineering, nor did synthesis...and this applies irrespective of direct interaction with other CMDRs.