Probably the same reason this was removed from NL -- zombies are enemies, it doesn't make sense that they should give skills to your team.
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it makes sense to me that zombies have weight and should activate buttons regardless of being enemies.
Yes, this is pretty much what I was thinking as well. I suppose buttons can vary in how they're presented (I have some that appear as "coins" and "sonic rings" to be collected like in a platform game, for instance), which could maybe detract from the idea of these items being "automatically" triggered by whoever and whatever encounters them...
The key to making it transparent and intuitive to the player is consistency.
If you’ve already decided that Zombies should hit buttons, then they should also interact with all other “positive” triggered objects. That would include pickup skills.
In that case, I'd rather allow anything and everything than exclude buttons for the sake of pickups.
This also gives more weight to the idea of
an Exit being an interactive object for Zombies.
The ideas around them nabbing permanent skill pickups is basically just the new Assigner objects with extra steps. ![Wink-Tongue ;P](https://www.lemmingsforums.net/Smileys/lemmings/winktounge.gif)
Can Zombies interact with skill assigners in NeoLemmix? Either way, it might help to answer the particular questions in this topic.
I don't like the idea of anything assigning skills to a lemming other than player input, so "instant-assigning-pickups" or even the currently-in-development "permanent-skill-assigner" in NeoLemmix will not be making an appearance in SuperLemmix.
Then that’s in direct contradiction to the return of Radiation and Slowfreeze, because they do precisely that. ![Tongue :P](https://www.lemmingsforums.net/Smileys/lemmings/tongue.gif)
Funnily enough, I never thought of it that way, but you are of course correct! I think that the countdown timer (which is now variable as of 2.5) is what's distracted me from the fact that they are, in fact, skill assigners.
The timer does give these objects a slightly different flavour than those which endow a lem with a permanent skill or cause them to immediately begin an action - ultimately, it still
feels like the player is in control.
I have to say though, when the idea of Radiation and Slowfreeze was first suggested for SuperLemmix, my initial reaction was to think "no, I don't like the idea of that" - on reflection, it's probably the automatic-assignment element of the object that put me off at first. I then realised that it would help to increase the profile of Timebombers and Freezers within the game, and that they are ideal as a real-time game element. This is particularly true now that the level designer can set the countdown value anywhere between 1 and 99 - these could make for some very interesting levels!