Hello Treshimek,
what — said should work!
If you need further control, you can also give your orb object an instance variable / boolean and only turn this true if more complex events should reliably destroy only this orb.
Example:
Event 1
IF
on collision with "ship",
time > 10 seconds,
orb's health < 10
THEN
set orb's instance boolean (variable called "destroyable") to true
Event 2
IF orb destroyable = true
THEN orb -> destroy
Bottom line: Do as lions_ said and it should work perfectly for your example. But maybe for more complex ideas, you might want to give "instance variables" a closer look in the future to further influence when and which individual objects get picked.
Hope this was somewhat helpful.
Have a great day!
Best,
Chris