Note: I already suggested this (in a slightly modified version) in the thread
Let's discuss skill assignments.I suggest allowing skill assignments of non-permanent skills, even if the lemming cannot receive the assignment this frame. Then this assignment would be remembered for a few frames (e.g. 8 frames = 1/2 second) and forgotten afterwards. Each frame the game checks, whether the lemming can now receive the skill. If so then an assignment would be made exactly as if the player had assigned the skill during the current frame.
Some details:
- When queuing an assignment the skill would not yet be deducted from the skill counter. Only when the assignments takes effect, this would be done.
- A queued skill may be assigned to another lemming in the meantime. If there are no more skills available for the lemming with the queued assignment, this assignments gets ignored.
- At most one assignments may be queued per lemming. If a new assignment to a lemming is made, the old queued assignment is ignored.
- More than one lemming may have queued assignments.
- As only one assignment per frame is allowed, the player's assignment on the current frame take precedent over queued assignments (on other lemming).
- Queuing assignments of permanent skills doesn't make sense, because there is no possibility at all that this assignment will become possible in the next few frames.
This feature would help assigning skills e.g. in the following situations:
- Destructive skills on steep upwards slopes, because currently one cannot assign to jumpers.
- Constructive skills on steep downwards slopes, because currently one cannot assign to fallers.
- Assigning platformers to builders, because currently there are 7 frames (out of a 16-frame cycle) where this is impossible. For details see
Relax assignment checks for platformers?- Assigning builders at the earliest possible moment after falling down. Currently one has to hit the one frame, but with queuing one could assign the builder already on one of the last faller frames.