DVS BSTrD said:
If Stealth games end up becoming stealth action, then you've done something wrong. If you do it right there is no combat because they never get the chance to fight back. Being able to take out all the guards one at a time without raising the alarm is very satisfying.
No, killing mooks stealthily still counts as stealth action.
Incapacitate as many guards without getting caught. Yeah. Still the principle of using violence, lethal or non-lethal, as the core "stealth" mechanic. It's lazy level design, and it gets easier the more enemies you neutralise. That shouldn't be what stealth is about. Make it more tactical, subterfuge, and disguise based. I love missions where you can pose as someone else, where the objective is to fit in. Hitman did that well on a primitive level, I think. (The original) Splinter Cell mastered the formula of agility-based stealth. Using lethal weapons was a last resort (or a method of assassination), and non-lethal was also a plan B for enemies which couldn't be avoided.
Those are what I have in mind.