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Sometimes you don't care about heat, energy, or mass.
For that measure, Arfecta comes out far ahead of Warder and Wanderer, everything else trails behind. Drak, I'm not sure what the multiplier should be for fireing rate, but even if you make it "1" then it is close to the Warder and Wanderer numbers.
The other consideration is what kind of missiles you are likely to face. Some have lower "hit points" in which case you would be more efficient with a lower AM value and higher fireing rate.
1) Drak
2) Pug T3
3) Quarg
4) Wanderer
5) Korath Warder
6) Pug T1
7) Heavy AM
8) Chameleon
9) Normal AM
10) Bullfrog
If we then take the AM/sec * range numbers and divide by mass to see how much fire power you get out of a smaller outfit, everything is the same except for the last 4:
7) Chameleon
8) Bullfrog
9) Heavy AM
10) Normal AM
https://docs.google.com/spreadsheets/d/1vQ87FyJLe0UL2S2y-7afsuJOS8p9QQTC8PfiOlfn-YQ
so, if you have 22 tons of weapons capacity available, and two turret mounts: use Bullfrogs instead of a single Chameleon. ;)
Unless the entire ship is asymmetrical to begin with (e.g. bactrian, mule, ...)
For example, an anti missile turret, turret X, with double the range but half the 'anti missile' strength but the same fire rate as another turret, turret Y, will perform the same as turret Y.
Having said that, AM turret stats don't tend to scale like that in relation to each other and there tend to be other factors to consider, such as energy, heat and size.
at the end of the day, if you're optimizing your mount capacities, you ought to be optimizing turret placement as well, and a pair of Bullfrogs (placed properly, where appropriate/hai A/M in general) firing in a stream is geneerally better than a single Chameleon firing by itself (or mutiple LAMTs firing "cluster")...
Greater range, less likely to actually hit the missile as it maneuvers to track you, thus diminishing returns. And since different missiles maneuver at different rates, greater range would have more or less effectiveness against different missiles.
Of course, since the greater range anti missile systems also have a faster shot velocity, they are more likely to score hits at closer range than their close-range bretheren (the fact of this makes me a little sad) so maybe that balances out the diminishing returns at long range?
Also, AM value per second isnt a great value by its self: it needs to be considered VERSUS something. Shooting down Javlins? Truncate any shot with a value greater than 2. Typhoons? Truncate greater than 30, and consider what fraction of each shot might be an overage (for example, 1/16 of every chameleon shot against a typhoon is a waste)
When a missile is hit a random number below the AM's AM value is compared to a random number below the missiles missile strength value. If the AM is higher the missile is destroyed if the MS is higher nothing happens.
See also: https://github.com/endless-sky/endless-sky/wiki/CreatingOutfits