I assumed Ligerteeth was referring to anyone (human, AI, network) to be able to plunder anyone else. I.e., any unit that kills another one gets some resources back. This would have to be implemented in the units' xml's of course. And it could be done in two tags, something like:
1.
{max_plunder}=number{/max_plunder}
meaning the maximum amount of resources that unit could carry (in total or in one single plunder, that's pretty much up to the developpers to decide you could actually have both, with two tags, like one to define how much an unit can plunder with one kill and another for how much it could plunder in total before turning the plundered resources in to some building).
2. And you could also have a maximum amount of resources the unit can be plundered when killed (but this really is optional, Ligerteeth's idea, as I see it, can be fully functional without it):
{max_plundered}=number{/max_plundered}
which would establish the maximum amount of resources the unit can award its killer.
If this latest point is what you meant by "(...) lose resources (...) as your units (...) die" (note you made a double statement in your original post and I've now just transcripted one of the two statements therein), it didn't come very clear to me from your post.
And again, point 1 is actually all you need to enable plundering in the game. Point 2 is just an improvement, an welcome one but still... it still fits into Ligerteeth's post, the way I read it. Your post seemed to be asking for something
else when really, at most, it was already going into the details of implementing Ligerteeth's idea.
And yet again, from the begining of this post of mine, EVERY UNIT will be able to plunder any other whatsoever player owns this or that unit! Nothing in Ligerteeth's post or mine say otherwise. And I's assume it's pretty obvious too, and also, from my little knowledge of programming, I'd say it would actually be more troublesome to make you able to plunder your enemy and prevent the other way around.
In brief, every unit which was made able to plunder in the corresponding XML (ever played Travian? In there, each unit has different capabilities of plundering...) could indeed plunder any other unit (if there was nothing of the "can I be plundered if killed? and for how much?" in the dying process of the killed unit), regardless of whether the killing (wining) and killed (losing) unit is yours or anyone else's.
Furthermore, if you just can't even define how much any unit can plunder or be plundered for, this can still work! You (the programmers of GAE) may just as well define "From now on, any unit that kills another one gets n resources to its player." And that'd be done, plundering activated by default for any unit in the game capable of killing another.
So, basically, any way you choose to see it, if you say "units should be able to get resources when killing another one", you've pretty much covered everything you said about it.
My opinion.