I am currently throwing ideas around for a comic-style competitive third-person stealth game.
One player will assume the role of the infiltrator whose goal is to steal a certain asset or hack a computer while remaining undetected by enemy guards, defense bots and security cameras. At his disposal is a standard set of equipment including a stun gun and hacking darts. If he sucessfully completes his task(s) and leaves the map without getting caught, he wins.
The second player is in command of said guards and surveillance equipment and has to prevent the first player from completing his task. If he can catch the first player, Player 2 wins. However, while Player 2 has all the manpower and technology at his disposal, he can only see what his minions can see at any time or what the surveillance system messages back (lights out in room x, door opened at point y, camera out in hallway z etc.)
Both players would invest points in and set up additional equipment before the map starts. Player 1 might want to buy a camo suite to make him invisible for a short amount of time to get around guard posts and cameras or disguise himself as a water dispenser or flower pot (fun before realism ), while Player 2 might buy some additional/better guards or place thermal cameras which could even trace the residual heat of an infiltrator sneaking through. In a way, one player is playing Deus Ex while the other is playing Dungeon Keeper.
The problems I am stuck with right now is how to keep the game interesting for Player 2 while keeping it balanced for Player 1 who seems to have all the fun while his opponent is playing the waiting game.
I have already decided that there should be multiple entry and exit areas for Player 1 on each map to prevent Player 2 from just spamming all his guards and cameras around a single point or cram them all into one room to wait for the infiltrator to arrive (though a stun grenade might take care of that). Introducing multiple, randomly chosen objectives might be another idea to counter that playstyle. Or would it make sense to have Player 2 start all his guards' patrol routes on "his" side of the map to allow Player 1 to leave the entry area before everybody rushes at him?
Another idea might be a possible cooldown on guard orders Player 2 can give - he could go check every four sides around a guard by making him turn, but once he orders a guard to look/walk somewhere it will take a certain amount of seconds before he can issue another order. Or maybe guards who stay in one single spot for too long have a reduced perception (boredom!) or doze off completely.
I am thankful for any input you folks can give.