Event: QC'11
Everyone likes how competitive QL duels are very complex and includes many factors like aim, positioning, item timing, etc.What we can do is capitalize on this advantage of QL over other competitive games and add even more factors to it that will make gameplay even more complex and diversified. For example, we can add inertia to models causing them to fall down on steep turns, and additional key binds for players to control inclination of models to keep them balanced and not fall on the ground. We can also add some resource management element when players have limited amount of energy to move and they should recharge every so often at special recharge points on the map. Also, exploration element can be added with some portions of maps generating randomly and players have to learn the map every time they start a new match. We can also add some logic puzzles to key locations or items on the map so that player have to solve a puzzle that pops up on his screen very quickly to get an item and not be killed by enemy while he does that.
It's easy to think of many more additional elements can be brought into competitive QL that will make the game incredibly many-sided and interesting. Please share your ideas in comments.
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