Originally Posted by
Owen E Oulton
This is basic GMing stuff, going right back to the release of brown-book OD&D 47 years ago. The principle is based on what should happen realistically, not what a particular rules set dictates. Use your own best judgement. Of course I don't know your GMing style or the player/GM dynamic, all of which are applicable here, so any advice I can give you is a speculative guide at best.
Personally, I like to run games with as little die-rolling as possible saving the die-rolls to build tension at important plot points. If the encounter is of little import plot-wise, just wing it. If, however it is a critical incident (as it so often is in an infiltrator versus defender situation) go as detailed as you think appropriate. One size doesn't fit all.