I'm assuming if this isn't the place to discuss them in detail then that will happen when the poll comes?
I hope you don't mind posting a lot; you can look through it and pick your favorites. I pulled a bunch from my huge personal list of my imaginary epic lemmings game.
new skill: runnerpretty much copy of L2 or Lix runner. Forgot they're different. L2's runner has interesting properties but I suppose Lix's version is far easier to implement. (fall directly down from a cliff apposed to "gliding" off or gaining horizontal distance.) Although I feel like; well I have other arguments to make that I'll make when the poll opens.
new skill: glue pourer or sand pourer or fillerLemmings that can only be assigned a certain number of skillsBy a number on them or above their head or something (sounds difficult to implement now that I think about it). After this number is used up they effectivley become neutral lemmings.
idle animations for trapsLike Simon's idea for Lix; all traps move in a subtle way when idling. Especially if animating decoration of any kind is removed; this makes it easy to tell what is a trap and what is not. It can be very simple; as long as there is movement you'll see it immediatly. I'll even volunteer to make them for some (or all) of the existing traps from original graphics.
Dissapearing terrain1 pixel layer of this vanishes and is removed after 1 lemming walks across.
To avoid confusion dissapearing terrain should be colored differently or perhaps animate in some fashion.
buttons to turn on/off objectsa button or switch (similar to exit unlock buttons) which are connected to ojbects; exits, traps, teleporters etc. Pressing them repeatadly enables/disables the object. If all objecst are forced to have a idle animation this is easy to determine for the player. This may need some complicated system for the editor.
glue(got this idea from Marble Drop)
when a lemming walks onto glue spot it will get stuck and not move until another lemming walks into it. The next said lemming will then be stuck and pushes the first out. Only a skill like batter could remove a lemming from glue.
doorsSee Lemmings revolution. Of all the weird features this one always stood out to me the most. It's easier to just show some examples of places I thoguht they were used at least somewhat effectively. They of course could've been used far more effectivley on that game overall.
https://www.youtube.com/watch?v=ZzjKu-zNTOY&index=71&list=PL0750E99D04921FDEhttps://www.youtube.com/watch?v=0AROar4q8OMDoors are like steel. And kill lemming if they close when a lemming is walking over it's open state. Obviously if implmented in NL graphically it would need to be very different. Maybe difficult but not impossible.
Gravity!I doubt this will get implemented but it's just so cool! Like the concept of ninja's. Who doesn't love ninjas? Sure it' much more effective killing people with guns and bombs but ninja's have that sexy appeal.
---note: I might remove some of these after thinking some more------
let me know if I should expand/explain any of these better. I have tons more but I picked the ones I liked most and/or I think have the most applicability and potential.
7. Wasn't triggered animations going to get culled? I think that only traps should be triggered.
Well, it was a feature request that came up. I am saying nowhere that I am in favor of it or would like to see this as a part of NeoLemmix (which applies to a few other listed features as well), but if there is a lot of support for it, I will implement it nevertheless.
I just wanted to say that's really nice policy; you were a good choice to take over as head of NeoLemmix