Here are some ideas i've had that could be interesting with a bit more of the details worked out - I can't say I've put huge amounts of thought into these but they felt interesting enough to share.
Linker/Unlinker
All lemmings that pass through the linker become 'linked'. A skill assignment to any linked lemming is applied to all linked lemmings simulatenously.
An unlinker removes the linked status from a lemming.
In the case of multiple linkers It would be simpler if there is only one linked state, rather than seperate groups for each linker.
Examples:
Fuser
Object that combines two lemmings into one, giving the resulting lemming the sum of the permanent skills on the input lemmings.
Perhaps the fuser could hold a lemming until a second lemming enters to be fused.
Where the skills would be mutually exclusive the fuser would skip over that second lemming until one that can be fused reaches the object.
Toggle trap / water area
Be able to link a button to this type of trap / water area. This could serve a similar purpose to the toggle door/bridge but doesn't require the solid terrain to change. In the case of the water area, all the toggleable water would interpolate to 0 height over a X seconds when the buttons are hit. The draining behaviour could introduce a requirement to delay lemmings as part of the puzzle.
Eraser object
If you want to use a decorative object but not the full object. Would behave much like erase for terrain does but for objects. For clarity maybe only allow this to be applied to decorative objects and not objects with functionality?
Edit: Unless it also affects the trigger. This could be used to create water in V shapes (e.g. water supported by the stairs in the brick set), and one way walls with non-square edges. It probably shouldn't be usable on traps.
Editor only object
A type of objects that specifies it is only for use by the editor.
These could be used to create objects that show things like builder bridges, basher tunnels, skill assignment markers etc. Perople could create their own objects like this to bring in level plans made externally. The editor could do various things with this set of objects - the player would just need to know to ignore a certain type of object.
Linker/Unlinker
Spoiler
All lemmings that pass through the linker become 'linked'. A skill assignment to any linked lemming is applied to all linked lemmings simulatenously.
An unlinker removes the linked status from a lemming.
In the case of multiple linkers It would be simpler if there is only one linked state, rather than seperate groups for each linker.
Examples:
- Get lemmings to the linker so you can make them climbers with 1 skill
- Blocker / walker assignments to turn batches around
- You need to reach the unlinker before you assign the bomber otherwise all the lemmings get the assignment, which would fail the save requirement.
Fuser
Spoiler
Object that combines two lemmings into one, giving the resulting lemming the sum of the permanent skills on the input lemmings.
Perhaps the fuser could hold a lemming until a second lemming enters to be fused.
Where the skills would be mutually exclusive the fuser would skip over that second lemming until one that can be fused reaches the object.
Toggle trap / water area
Spoiler
Be able to link a button to this type of trap / water area. This could serve a similar purpose to the toggle door/bridge but doesn't require the solid terrain to change. In the case of the water area, all the toggleable water would interpolate to 0 height over a X seconds when the buttons are hit. The draining behaviour could introduce a requirement to delay lemmings as part of the puzzle.
Eraser object
Spoiler
If you want to use a decorative object but not the full object. Would behave much like erase for terrain does but for objects. For clarity maybe only allow this to be applied to decorative objects and not objects with functionality?
Edit: Unless it also affects the trigger. This could be used to create water in V shapes (e.g. water supported by the stairs in the brick set), and one way walls with non-square edges. It probably shouldn't be usable on traps.
Spoiler
A type of objects that specifies it is only for use by the editor.
These could be used to create objects that show things like builder bridges, basher tunnels, skill assignment markers etc. Perople could create their own objects like this to bring in level plans made externally. The editor could do various things with this set of objects - the player would just need to know to ignore a certain type of object.