The current discussion in relation to displaying total lemmings in some form has been requested strongly enough, and (once a method is decided on) probably simple enough, that it can go in a minor update.
This is a relatively big change for players, so better make it together with the other changes in V2. As möbius says, the current system can be improved, but isn't terrible.
As I've said before: I think adding too many things to the counters in the menu bar like these suggestions makes it very confusing.
First of all, the two numbers "required - saved" and "out + hatch + cloners" would replace the current "IN" and "OUT" count. So there would still be two numbers displayed, just with a different meaning. But I agree that these numbers should have an intuitive meaning to the player and not be too artificial.
2) [...] I don't understand your example; if you didn't need the cloners, why did the level fail [as a result of not assigning them?]
Assume you have a level with 7 lemmings coming out of the hatch and having 3 cloner skills. Then after assigning the cloner skills you have 10 lemmings, so a save requirement of 9 lemmings makes sense (and is possible within NeoLemmix). Now assume I have a "solution" saving all lemmings that come out of the hatch, but does not need any cloners. Then only 7 lemmings hop into the exit, while 9 are required ==> I fail the level even though I saved 100% of the lemmings coming out of the hatch.
I believe they should also be counted with the "number of lemmings:" on the preview.
Downside: If it shows 3 lems out, and you find only 2 on the map, how fast do you realize that he missing lem out comes from the skill? Is this situation likely to run into, after saving most of the horde?
Good points. I would probably need some time to realize that the cloner is the reason, but at least I would be alerted that I missed something.
The UI problem is that you cannot edit the current solution after the level has ended automatically. ...
Regardless of how we solve the cloner issue, adding the possibility to directly replay the current solution from the result screen would be a valuable feature (especially on failed attempts).
The player should always be able to easily score Cloners near the exit, even if the game has ended.
Yes, forcing level creators to allow saving cloned lemmings near the exit would be a solution, but I hesitate to put such a restriction on all level designers.
Maybe the level must not terminate until all cloner skills have been applied, or the level has already been won without them. Then the time limit shouldn't terminate the level either,
Sorry, but this doesn't make sense. What should the last lemming do when arriving at the exit? Walking by, standing around, or...? If you ignore time limits until all cloners are used, then players may cheat the time limit by deliberately not assigning cloners and it doesn't help to save the last cloned lemming anyway.
I want to meet Nepster in real life someday. :-]
Yes, we should organize a meeting someday, probably in Göttingen to include IchoTolot. So let me first check a few things tomorrow. I'll write a PM.