My initial, instant reaction was indeed "Why would we need something that similar to not only one, but two existing skills?", given that when I first joined the forums, I didn't even see much use in the difference between Stackers and Stoners.
My second reaction was "Well, at least you've already done a huge amount of the work by providing the sprites"
, so that made this suggestion slightly more favourable to me - even though the largest amount of work would obviously be for namida to put this into the source code.
My third reaction though was "
Ah, the Stacker isn't simply going slightly higher, but acts more like a Lemmings 2: The Tribes Stacker?", meaning with the
lemming coming out on top.
I can indeed imagine applications for this; however, in order to be sufficiently different from the existing NeoLemmix Stacker, I think it might have to be a full-on implementation of the L2 Stacker. Meaning: With the lemming turning left and right successively, so that you can have him jump or walk off in whatever direction you choose. This actually comes up quite a lot in Lemmings 2.
Independent of whether it would be the L2- or your current version: The fact that the lemming stands on top of the stack while building it would allow scenarios where you want to build a higher stack, just like a longer Builder staircase or Platformer bridge - but
without the working lemming automatically having to be a Climber to go up his own stack.
I admit I somewhat hate it when two skills "enforce" their interaction mutually, which is one of the main reasons I
opposed the introduction of the Runner, because I figured it would only be somewhat useful specifically in combination with the Jumper.
For the Stacker, in turn, you could argue that there should be a version that is more useful on its own, without necessarily requiring Climber usage.This would also make this new skill more distinct from both the regular NeoLemmix Stacker and the Stoner, because building "staircases" with either of them gets really repetitive and annoying, as I'm sure many forum members will agree . Instead, you could send one non-Climber lemming ahead, lifting itself up by building this "tower", then have a second worker lemming follow later on by indeed assigning to Climber to him.
Now you have to different types of worker lemmings that can interact with each other! In general, this can provide for very interesting puzzle concepts indeed.
Finally, since to my understanding, the lemming stands right in the middle of the stack he is creating, this would allow to build straight pillars that could be climbed from both sides, whereas current NeoLemmix Stacker towars always have the stack move at least one direction to the side the lemming is facing - consequently, they can only be climbed from the same direction as the lemming who initially built the stack did. This is a very effective way of unidirectionally containing Climbers, of course, but not always what you want.
The
Lightsaberer, in contrast, seems about as useful to me as the
Flame Thrower in Lemmings 2.
Just a one-time destruction of thin terrain pieces, with a slight dip into the bottom.
I might be on board with this skill if it allowed lemmings to kill zombies as well! That would still make it narrow, but not more so than the Disarmer - and lemmings would finally have a way to "defend themselves". Yes, there are obviously fewer levels featuring zombies than triggered traps, but it's not like the Lightsaberer would be exclusively designed to kill zombies - you could still use him like a Flame Thrower, but he'd still have a separate and, most importantly,
unique application beyond that.
Of course, you can imagine scenarios where the Lightsaberer would still be able to kill zombies the same way a Bomber could, i.e. by removing the terrain beneath them and having them drop to their death. The problem with this would be how close the Lightsaberer would actually have to get to the zombie - if he'd still get infected, this would be pointless. Also, if the skill acts just like the Flame Thrower, it can only kill zombies while standing on very thin stripes of terrain, rather than "always".
Finally, regarding the names:The Superstacker, if introduced, should have a name that justifies its existence of its own - if the similarity with the Stacker is already there by design, you probably wouldn't want to point your finger at that fact with the name as well, would you?
Lest it would indeed just look like a slight modification (thinking of the infamous "Super Teleporter" here
).
I'd suggest something that refers more to a tower instead of a stack, because this skill could create one seamless structure of much higher altitude than the Stacker
.
The Lightsaberer - as nice as the animation in red and green looks - sounds somewhat cringe-worthy to me.
Maybe it's just that I'm fed up with Disney defiling the corpse of Star Wars, and can't wait for the strip-mining of the franchise to finally end in December - but speaking of Disney, I'm not actually sure whether the term "lightsaber" is copyrighted, i.e. owned by them now?
If the skill were to get introduced this way, I think a couple of people would build their go-to L2 Space-tileset levels with it, and then it would get left by the wayside. It should be more universally applicable - for example, in the various Castle- and Medieval tilesets we have, you'd want this skill to be a regular "Swordsman", rather than someone with a lightsaber, wouldn't you?
Calling the skill "Swordsman" might make make it easy to confuse this skill with the Fencer, though.We could also go all the way and combine the idea of the Baseball Bat from Lix with that of the totally redundant Club Basher from Lemmings 2 - thus, we would get a destructive skill, affecting terrain like Bombers, but non-fatal, and being able to kill zombies, but
with the lemming swinging a baseball bat, i.e. a more ordinary object than a lightsaber.That would finally allow me to create a NeoLemmix level called "Beat it!"... I've always had to skip this song for my level titles in any of my music-themed packs in NeoLemmix, because it only would have made sense in Lix so far...
And while this personal concern of mine of course shouldn't be a reason for the adaptation and introduction of this skill
,
I do indeed think that there might be space in NeoLemmix for a skill that has a lemming wield a weapon, which does not only, like the Fencer's sword, affect terrain, but indeed also kill zombies. (Maybe even Neutrals, as a drawback?)Or just straight-up introduce the L2 Flame Thrower and have it be the only skill that can kill zombies all by itself. This would actually make sense from a flavour standpoint - undead creatures you usually have to burn to prevent them from getting up again. In general, when it comes to destructive skills that remove a shape of terrain similar to the Bomber, I think a better case can be made for one of the various projectile skills from Lemmings 2 (Mortar, Bazooker, or Laser Blaster for destructive skills, Thrower / Spearer / Archer / Roper for creative skills). This would allow to affect terrain both creatively and destructively
from the distance, which is something lemmings can't do at all at the moment. And neither the Superstacker nor the Lightsaberer would change anything about that.
The
Laser Blaster from L2 would be the most useful of the destructive bunch in my opinion, because he'd also fill the gap of the repeatedly-requested "upward Digger", while the
Roper would be the most versatile creative skill of these, also being able to act as a "downward Builder". Especially the Roper, though, at least if implemented exactly as in Lemmings 2, has a high risk of being broken, because it can also be abused like a regular Builder or Platformer.