This thread has actually got me wondering now . . . WOULD it be possible to somehow quantify the defensive value of a particular arrangement of walls, weapons and defenders? I've been a strategy and tactics gamer for decades and in the course of all that play time I've read a good bit of military science. There certainly are a lot of "general principles" of good defenses freely at hand, but I don't recall ever encountering something like a rank ordering of what would comprise the "ideal" versus "less ideal" defensive arrangement (within any given technological context).
I suppose a rudimentary list could be dreamt up though:
1. Relative cover (defender vs. attacker) (not difficult to imagine, but how the game engine would "know" how to count up the cover available to attacker and that available to defender I cannot guess. I suppose one way would be if, the player has to define a perimeter, which would probably generally be a wall or some other sort of boundary. All the possible objects that obscure fire inside that perimeter [but only ones where firing outside the perimeter is possible] could be tallied up and same for all objects outside that perimeter . . .)
2. Relative firepower (overall) (actually pretty easy to calculate, add up the FPS for attacker and defender)
3. Some sort of measure of the distribution of firepower (if they have two heavy hitters and you have 20 pea-shooters, the 20 pea-shooters might just 'outclass' the heavy hitters by simple reason of fire coming from so many different sources at once)
4. Accuracy (a mean value for both sides, and including effects for weapons or other modifiers could probably be worked up)
5. Damage Resistance (again like accuracy, could be pretty easily tallied)
and then we come to the difficult one, which I'd call "geometry" for lack of a better word (the military scientists probably have one for it)
6. How well does the geometry of the defensive structures facilitate defense and impede attack? (murder holes being on example of that, overlapping fields of fire being another I think)
7. Morale or cohesion, something along those lines.
8. Flexibility and coordination.
I could see applying numbers to these things, maybe even reasonably 'judicious' numbers within the framework of the limited context of defensive combat in FO4. But how on Earth to stir up all those numbers into a concoction that would give satisfying results from auto-resolve combats?
Sheeze, how you guys got me talking strategy gamer nonsense! 