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[Cards] Forced to answer issues?

Bug reports, general help, ideas for improvements, and questions about how things are meant to work.

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Aclion
Negotiator
 
Posts: 6249
Founded: Apr 12, 2016
Anarchy

Postby Aclion » Tue Jan 15, 2019 2:17 am

Sacara wrote:I’m on the other end of the spectrum — I think NationStates ought to get rid of the dismiss button, or at least add consequences to it.

On one of my puppets, I only answer issues that deal with military spending, and I dismiss anything and everything else. That’s entirely unrealistic and quite quickly you run into a lot of problems. I’m glad that Cards force users to answer issues.

You'd have to rewrite most issues to include options to keep the government out of it. Most issues are written in a "should the government do A or B" format, with the assumtion that the government will do something, since those that want to be laissez faire about it have the dismiss option.
A popular Government, without popular information, or the means of acquiring it, is but a Prologue to a Farce or a Tragedy; or, perhaps both. - James Madison.

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The Blaatschapen
Technical Moderator
 
Posts: 62658
Founded: Antiquity
Anarchy

Postby The Blaatschapen » Tue Jan 15, 2019 2:52 am

Yaybor wrote:
Wrapper wrote:I’m doing the same thing! I have two puppets that always pick the first choice (they’re still ICDs)... and another one that always picks the last choice. That one’s currently Iron Fist Consumerists, but it’s changed a couple times.


I have a couple of such puppets too, but with a couple of problems. One, I didn't think of it when I first created them, so some issues didn't get answered "right". More important, when I hit an issue with an interesting looking option that I haven't answered before, I can't resist picking that answer.


Don't tell the Issue Editors, but with my aforementioned puppets I do not read the issue :blush:

( I just click, then tab to the cards page and refresh to see if I have a pack )
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