So, some of you may or may not remember a previous question that I had asked on this site. Now I may be asking for the exact opposite. My group wasn't very impressed with the whole "we're playing against each other" concept of Paranoia, but they liked the universe / setting itself. So now I'm thinking the only thing I could do to really get them to play would be to make Paranoia a cooperative game. So, tl;dr:
How could I make Paranoia into a cooperative game? What house rules or rule adjustments (if any) would be necessary?
This might be asking a lot, but we'll see what happens. One thing I was thinking was making the group have attributes that are there, but hidden. (Collective perversity point pool with unknown amount, etc.) The story idea I have is something along the lines of "Ultra-Violet High Programmer is tired of your crap, Alpha Complex, and wants to end the reign of Friend Computer."
My goal is to stay true to the spirit / intent of the game. I want the players to feel the paranoia grip them and drive their decision making (which is to say: every decision is the worst decision, every action has terrible consequences, etc.) but I want them to be paranoid as a team as oppose to individuals.