For a game I am making I am trying to make stun matter in gameplay other than just be a nuisance to players and unfavourable to lethal weapons. Stunning enemies is not necessarily a kill, but results in the stunned enemy becoming a virtual radar beacon for everyone around him. Stunned enemies just get a whited-out screen and can still act and try to fight off enemies during the entire time they are stunned. However allies can typically de-stun friendly units through an action that requires the ally to be close to the stunned unit.
This, combined with light mechanics and stealth gameplay, makes the game balance difficult when considering it from an FFA-perspective. On one hand the stun can get really dangerous for enemies that are inflicted by stun as they become radar beacons, and can't see anything and therefore unable to react to enemies that can be practically anywhere. This can result in everyone going stun-happy with sleep gas mines and tranquilizers. In FFA information is valuable while stealth is horrible, and gadgets and support abilities falling further behind.
So if there is any way that I could make stun affect these styles of play in a positive manner without making stun overpowered in FFA then I would love to hear it.