I haven't came across one per se, but the Dungeon Master and Overlord games reversed the roles of the standard dungeon crawler genre games.
Splinter Cell had a multiplayer setup like this. It was fun.
Yeah, there was this one mod for the Source engine made a while back called The Hidden. Everyone is a guard on one team, and at the start of every round someone is chosen at random to be the stealth guy. He's supposed to kill all the guards, while the guards are supposed to kill him. I haven't played it in a while, but it was pretty neat.
UN JOUR JE SERAI DE RETOUR PRÈS DE TOISure 1 vs Many multiplayer is the easiest way to implement.
But what about giving the sneaker task to the AI?
MGS 4 era Metal Gear Online had some modes like this. One had two sides, one team hunted with heavy arms, the other team was equipped with invisibility gadgets (which made everything but your gun/knife invisible) and nonlethal firearms (though they could use heavier weapons taken off of the enemy team.) However, if one single soldier on the stealth team was spotted (I believe they had to be fired upon), an alert status would go up, and the entire stealth team's gadgets would stop functioning until they got out of sight.
Another game mode was a three-way battle between two typical Team Deathmatch teams, and Snake, who was equipped with his auto-blending Octocamo. The two other teams had to kill snake a certain amount of times (and/or each other I believe), whereas snake had to apprehend three or four soldiers and get dog tags off of them to win. Snake also had assistance from another player in the Remote control Metal Gear Mk. II.
Both very neat game modes.
this place needs me hereI know this is easily doable in competitive multiplayer, but what about single player or co-op/PvE?
edited 25th Jan '13 8:27:13 PM by Worlder
I imagine this type of game probably isn't nearly as interesting in a single player game. At least if you just play as a guard. Maybe if you played as a hunter looking for a target who sneaks, but then the hunter has to use stealth too.
I think a game like that would need to be split up into different scenarios or stages. It might be really hard to make a sneaky AI s well. It would probably need to be a first person game as well.
edited 25th Jan '13 8:39:00 PM by StarOutlaw
I think as a player vs AI thing, it would work better if the player had control over every guard.
And the defense systems.
edited 25th Jan '13 8:41:28 PM by Sabbo
I think for single player, one has to radio the other guards occasionally but not too frequently.
Not knowing that your fellow guard either went unconscious or died several minutes ago will allow the AI intruder to continue on with its current plan of attack. Radioing the guards to frequent from distract them with chatter allowing the intruder to slip by unnoticed.
Alarms and lockdowns are a surefire ways to catch the enemy however they will subtract from the score as they are difficult to reset and may disrupt the valuable non-security activities.
I think the problem with making the stealth enemy AI is that, AI isn't necessarily going to be up to the task of challenging a human player.
Home of CBR Rumbles-in-Exile: rumbles.fr.yuku.comCould it work as special kind of tower defense game?
I think the closest thing you'll find is probably Evil Genius. You play a Bond villain (for all intents and purposes, that's what he is), and periodically enemy agents will attempt to sneak in and foil your latest scheme. When you capture them, you can do all kinds of little interesting things to them...
Really, a lot of base-building simulation games have infiltrating enemies that you have to design defenses against. It's just they usually advertise the base-building aspect more than the reverse-stealth-game angle, since that's why most people are interested in them in the first place.
edited 26th Jan '13 10:12:00 AM by Specialist290
In the typical stealth game one has to hide from the guards.
I'm wonder if there is a game you play as one of the guards and must either kill or capture that sneaky intruder?