If we think of the application of the Hoverboarder as a Surfer (i.e., a one-time Swimmer)
I don't think the Hoverboarder should be relegated to a one-time Swimmer - it's unlikely that the Surfer will be implemented due to this limitation, so I'm hesitant to place it onto the Hoverboarder.
Rather, to the extent that it resembles a Glider when falling, the Hoverboarder could be a "one-time Floater / Glider", too
It would make sense for the Hoverboarder to survive one fall, but no falls thereafter. What's the reason for this limitation? And, what if the first fall is much larger than the second?
I think at this point I should rule out any notions of single-use actions for this skill, if only from a POV of personal preference. I don't mind the Hoverboarder being non-permanent, but its effect should be continuous, and predictable, until the action is finished.
Meanwhile, there does need to be
something besides player-driven-cancelling which terminates the skill's effect - in the same way that Shimmiers stop when there is no more Shimmyable terrain. The problem with the Hoverboarder is that there is nothing that would obviously stop the skill, other than maybe crashing into a wall? That could work...
The crucial question here is whether the Hoverboarder would then consequently also be cancelled after having performed a single jump. As far as I currently understand it, this will be the exception?
I imagine that the Hoverboarder/Runner will have an extended jump range, and the action will continue thereafter. Since SLX will eventually be getting the Trampolene, it's necessary to implement the Super-Jump, which will take place when a lem lands on a Trampolene from a great height; the Hoverboarder/Runner would use this same action.
a Hoverboarder that's also a Slider never gets the opportunity to hold on to the edge, because, due to the hoverboard, he's actually floating above the edge already
I guess this can be seen as a caveat of the increased speed - it's one of the reasons I don't think construction or destruction skills should be assignable - the lem is simply moving too fast to perform them.
You could make this a pick-up skill only. Then the lemming must pick up the board to fly on it. and only the lemming that grabs it can fly?
Not a bad idea, actually. I was thinking the same thing for the SuperLem.
The hoverboarder should fall to his death after an extended jump, just like gravity and velocity would do.
This seems contractictory to the premise of a "Hoverboard", which would surely cushion the lem's fall. Unfortunately, we don't really have any real-world examples, and even
Back To The Future Part II doesn't show what would happen if hoverboarding down from a height. However, if we assume that the hoverboards as depicted in the film use the same technology as flying cars, then they probably would descend gradually, particurly if they're able to take the weight of two full-grown adults (
BTTF Part III shows this in action).
The use for crossing water objects with a Hoverboarder would be higher in SuperLemmix, since we now also have lava / acid / poison - water objects that Swimmers cannot cross, but a skill that can hover over the trigger area without ever touching it can.
Yes, exactly. This is the main reason I haven't reverted to the Runner.
OK, let's make some decisions regarding the Hoverboarder.
The skill shouldn't be permanent. That feels right, especially since it's quite overpowered (ignores water, traps, and falls).
The skill should be cancellable by more than just the Walker - OK, but which other skills? Shimmier is an easy yes, Jumpers we've decided should be integrated into the action itself, explosion-based skills are obvious, but most other skills honestly don't feel quite right. Speaking of which...
I think we should rule out any action that can't begin unless there is terrain under the lem's feet - so that would be all destruction and construction skills. We can't count the hoverboard as terrain, since - by Lemmings-world-logic, it would no longer be there once the new action has started.
And, I'd like to rule out single-use actions for the Hoverboarder. Any of its properties (fall-surviving, water-crossing, etc) should be active throughout the skill's duration; let's keep it simple.
Next question, then:
Since it's not permanent, we need some in-game logic that auto-cancels the skill. I propose hitting a wall; since the lem approaches at speed, they bounce away and fall off the board (but stay facing the same way). Then, they get up and do whatever they would do when reaching the wall as a Walker. So, effectively, we get our Climber transition back.
Thoughts?