I had this idea while playing Return to Castle Wolfenstein. There were certain places that you could listen to two soldiers or officers talking. The information was occasionally useful and I thought that if you could capture and interrogate a soldier he may give you extra information.
There are lots of practical problems with this idea, but in principle it could add another aspect to the right game. For example how do you disarm them? Another points is if you have two guards you are unlikely to be able to capture both. So suddenly you have a choice; which guard to kill and which guard to keep alive. Deciding how much violence to use for each given prisoner would be another problem to consider. In RtCW for example, scientists would probably need less persuading than the paratroopers.
It would take a little thought to ensure that the system did not become too difficult to use. Perhaps you have a list of questions to choose from. For example:
How many guards are in this building?
Are there any escape routes?
Where are the alarm stations?
So suddenly you have a choice; which guard to kill and which guard to keep alive.
There could be some random elements thrown in to keep it interesting. For example the information could be false 30% of the time. Some of the information received could be true and some false. Only some of the guards know anything etc. This piece was posted at Rust on 17 January 2004.