Paranoia XP introduced the "Straight" playstyle:
PARANOIA Straight is a darkly satiric style emphasizing tension, mutual suspicion, spying and subterfuge, and careful collection of evidence. Alpha Complex is an oppressive totalitatian bureaucracy that works scarily well, using its own insane but comprehensible logic. The all-powerful Computer, though willing to listen to reason, is always four steps ahead of the players...
I think this could work wonderfully as a kind of long-term campaign version of Paranoia - turn the Zany dial down to low-ish, the Dark and Tense dials up to maximum; start off with a few traditional-ish Troubleshooter missions, but provide plenty of opportunities for long-term, persistent elements of the game. Then let the players take the setting as a sandbox, getting deep into intrigues, schemes and conspiracies - and playing them off against equally scheming conspiracies from other elements in the Complex.
My worry is, in the Paranoia setting, how do I encourage my players towards survivable, long-term behavior, and particularly towards building up long-term plans? I'm concerned that the constant threat of death naturally makes players somewhat reckless (this is a lot of what makes Classic shine...). And, in-game incentives in Paranoia are extra-tough - the PC's lives and well-being are in constant peril anyway, while beneficent gifts are notoriously likely to be spiked...