Before we wonder what other skills should be affected by the Runner: Didn’t you already implement a Superlemming mode?
Sure, that speeds up the entire game, including the time counter, rather than accelerating an individual lemming relative to the speed of everything else. But Superlemming certainly has the property of affecting every skill execution. I’m not sure whether that should be the case for the Runner.
What would make sense to me are the following interactions:
- Runner + Jumper = wider jump
- Runner + Spearer = wider throw
- Runner + Grenader = wider throw
The latter two alone make the Runner a lot more valuable in SuperLemmix than it ever would have been in NeoLemmix!
![Thumbs Up :thumbsup:](https://www.lemmingsforums.net/Smileys/lemmings/thumbsup.gif)
Unless of course if NeoLemmix had retained the Spearer and Grenader, too.
With Shimmiers and Walkers, I’m already on the fence about whether these should be sped up by Runners.
Same for Swimmers, Climbers, Floaters, and Gliders.
The reason being that all of these motions cannot be carried out concurrently with running.
Nor can any of the destructive skills.
Perhaps there is potential in making a running Builder or Platformer lay his bricks faster.
However, since one version of New Formats NeoLemmix, the Platformer has been using a novel sprite (compared to the old one, which was identical to that of the Builder), for which he actively kneels down to lay the bricks. So the Platformer makes less sense as an interaction with the Runner. A running Builder could be more easily imagined dropping the bricks behind himself as he charges forward.
But from a game-mechanics perspective, if either the Builder or the Platformer are accelerated by the Runner, then both of them should be.
By extension, the same thing would apply to the Stacker, though — and this makes even less sense to me, flavour-wise, since the lemming has to come to a standstill to stack, and is therefore by definition not running at this point.
Hence, the Runner as a permanent skill would usually be a state lemmings transition back into, once they’re done performing other tasks.
At least that’s the way it works in Lemmings 2: The Tribes, if I remember correctly?
PS: One noteworthy idea: What happens when you assign a Laserer to a Runner? Will it still stop while shooting?
If not, the Runner could be used to blast away a wider tunnel with the laser beam than usual.
![Mind Blown!!! :lem-mindblown:](https://www.lemmingsforums.net/Smileys/lemmings/mindblown.png)