Right now, sensor effectiveness depends primarily on hex count. This gives certain shipsets (or, heavens forbid, Titan Hulls!) an unfair advantage/disadvantage over others, making them more or less suitable for scouts.
The solution is known, I just have to apply it:
Take the base hex limit (128, 60 or 160) of each ship type. Then integrate it into this formula:
Result := Result * (HexLimit / BaseHexLimit)
For scripts, the formula is
Result = (ship.blueprint.design.hexSize / ship.blueprint.design.size) \ BaseHexLimit
Right now, sensor effectiveness depends primarily on hex count. This gives certain shipsets (or, heavens forbid, Titan Hulls!) an unfair advantage/disadvantage over others, making them more or less suitable for scouts.
The solution is known, I just have to apply it:
Take the base hex limit (128, 60 or 160) of each ship type. Then integrate it into this formula:
Result := Result * (HexLimit / BaseHexLimit)
For scripts, the formula is
Result = (ship.blueprint.design.hexSize / ship.blueprint.design.size) \ BaseHexLimit