It would be cool if turrets wouldn't have pinpoint precision aim
In my trem 1.1 mod, my turrets actually kinda aim behind so if you travel fast enough that the turret can aim while pinpoint shooting you, it will continuously try to adjust while firing at the same time, making a delay effect where it misses ~60% of the time, depending on your speed.
In other words, it has 3 aiming speeds, and it tries to constantly switch between two of them:
fastest - doesn't shoot at all
Moderate - Aiming and shooting
Slowest - Very accurate, but sucks against fast targets.
In my opinion, it's sort of a mix of 1.1 and gpp style when building layouts, only that dodging left and right doesn't really work.
One of the things that set 1.1 apart from others was it's speed
What got people into quake I wonder...
Btw, for the players to have equivalent speed towards their animation, g_speed becomes roughly 172-173 (Trial and error, I can't really determine more accurate) but the gameplay becomes horribly bias.
For example, humans are so overpowered when you're about 10 meters apart, however aliens are soo overpowered when they're closer than that because humans struggle to even dodge due to their hitbox sizes (30x30x54, or 1x1x1.8 meters, or 3x3x6 foot) but then again, a dretch is 30^3 and a tyrant is like what, 60x60x72? (Not so sure about this number, it's a guess)
Since this engine uses a different damage system, a lot of balancing will be required.