Although this thread’s already smelling a bit old I’d like to add some good vibrations: I, an utterly insignificant carbon unit, do LIKE the idea. As I see it the major problems you have to address are balancing and boredom.
What’s the advantage of the “runners”? Why would I want to play them and not their gun-wielding super-awesome pursuers? If they simply outnumber the “gunners” and just have to be lucky to survive, I’d find it rather frustrating and unworthy of the players time (I’m not a fish!). So imho the runners should be compensated for their pacifism. Make them run faster or let them jump higher to reach certain areas of the map (more quickly than the gunners). Or give them an inventory with cool gadgets like smokebombs or a cloak with enough power for five seconds of predator-like invisibility. Or allow them to hide in the shadows (while not moving).
And let them strike back, cause that’s a very satisfying thing not only in games! Let them fling stuff at gunners like valueable ming vases or even themselves (preferable from high places like the second floor of an apartment building). Let them use the world geometry against the gunners; not to kill them (although this might happen sometimes ;~) but to slow them down.
While I’m at it: Instead of just reaching point B you could let the runners accomplish certain goals like
"The world must know what’s really going on.
- Put the old radio station back into operation.
- Destroy the satelite dish on top of the TV station.
- Reach the subway tunnels to escape."
By introducing changing, map-based goals for the runners you could make this game mode far more interesting and less repetitive, since players would have to develop new strategies with each new map.
(On the other hand, implementing all this would become a nightmare I presume ;~)
Just my two cents (oh am I bored :~)
Good luck and have fun,
PS: Discussing your own game ideas in internet forums without writing a single line of code is usually a bad idea. (note to self: Oh YES!)