By contrast, the poster of a fresh design must expect, at worst, complete rejection of an idea that they spent time on.
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Yep: I experience this quite a lot!
It's the Continuing Conundrum of the Ideas Man: stay quiet, or risk rejection. It's always worth putting ideas forward if you have them though; just be sure to remember that other people will likely not see things the way you do, and also that the least popular types of idea are innovative ones, and silly ones.
Only when a design, really the design alone, convinces the reader by its own strength, then one has an argument.
I agree with this. However, I'm not sure how this argument necessarily strengthens the case for terrain-mod skills alone and not movement skills; the Walker, Cloner and Shimmier are all examples of excellent design - simple, elegant, useful skills all, prone though they may be to unintended use.
the jetboarder... it's at its heart the spear thrower with fixed angle, the simplemost angle really, and movement of the asignee along with the spear. Thus, the jetboarder's complexity is similar to most other recent inventions.
Agreed. It does seem to satisfy a lot of people's wishes for the new skill. It's between this and the Slider for me, unless an even better idea comes along in the meantime.
If a skill is assignable to a lemming on even ground, and the resulting animation gives a good hint on what the skill might do, that's good... The least-discoverable skill in L1 is probably the basher, but even the basher is swinging at the air for a full stroke.
I'd have thought that the Climber and Floater would have been the least discoverable via their animations alone, since they do nothing at all upon assignment. NL recolours athletes, which gives some indication that their state has changed, but original versions of the game gave no indication at all that anything is different.
However, since it features the tutorial levels at the start of the game, this ensures discoverability of each skill in a safe, intuitive environment via experimentation: no instructions; just choose the skill, assign it to the lemming and see what happens. This is the best kind of discovery for a player.
That said, I agree that discoverability in the sense you describe is important: the more obvious a skill's function is, the more likely a player is to learn to use it and rely on it.