by The War-Witch of Chey » Sun May 31, 2009 10:22 pm
by Sirocco » Mon Jun 01, 2009 1:45 am
by Sirocco » Mon Jun 01, 2009 1:47 am
by Marcuslandia » Sat Jun 13, 2009 9:55 pm
by Sirocco » Sun Jun 14, 2009 8:41 am
by Sorgan » Sun Jun 14, 2009 8:49 am
because this is a modern day gameThe War-Witch of Chey wrote:Why all these modern issues? The Chey are a warrior nomad society, and we have to decide on useless things like a monorail. We don't even know what a monorail is!! Why can't someone make some medieval or fantasy issues, like when to move the herds to a new pasture or black death -- poisonous atmosphere or black magic by foreigners. We want an issue of whether to burn our neighbour’s villages and kill the peasants, just burn the villages and sell the peasants into slavery, leave the villages standing but torture the peasants for their valuables and then kill them (not forgetting to slice open their gizzards to see if they have swallowed any coins or jewelery), or just frighten them badly, threaten them, then lay them under tribute. That would be a good issue. Let those modern nations deal with that if we have to deal with monorails.
by Unibot » Sun Jun 14, 2009 8:51 am
That's quite a neat idea. I don't know how difficult it would be to implement though.
Vocenae wrote:Unibot, you have won NS.
by Sirocco » Sun Jun 14, 2009 8:55 am
by Unibot » Sun Jun 14, 2009 9:02 am
Vocenae wrote:Unibot, you have won NS.
by Unibot » Sun Jun 14, 2009 9:07 am
As for these Quasi-Regional Issues..
I think it would add a new dimension to the play. People would flock to peaceful regions with no war, or People would flock to religious regions for persecution of other faiths or whatever. The list would be endless, but regions would be given a whole new importance.
Vocenae wrote:Unibot, you have won NS.
by Sirocco » Sun Jun 14, 2009 9:11 am
by Unibot » Sun Jun 14, 2009 9:24 am
There's not really that many regional variables to play around with anyway. The number of nations, is there a delegate, is there a founder, is there a password... those last three don't belong in a universe where the issues happen so we're pretty much stuck with the first one. Sorta makes the whole exercise pointless.
Vocenae wrote:Unibot, you have won NS.
by Sirocco » Sun Jun 14, 2009 9:30 am
Unibot wrote:I was kinda of thinking with the quasi-regional issue thingy that it meant if I declared war on the region, my defense rating would get a boost - and those that chose to join the war, or let me take them over or whatever in the reply issue would see their national stats' effected accordingly.
As for regional issues, like I suggested, you'd need something to alter with the issues - like a new 3 point system to play around with, with ratings for something (I suggested - National Sovereignty, Trade and Militarism) which would alter a Regional Category that was displayed on the front regional page. I also pondered if some issues would alter nation stats' as well. So if the region passed an issue declaring littering a bad thing - then the national sovereignty rating and environmental ratings everywhere in the region would increase.
by Unibot » Sun Jun 14, 2009 9:46 am
If we're going to discuss regional issues it might be best to make a new thread. I've got a bunch of ideas on how they might work but they're all rather nebulous at the moment.
Vocenae wrote:Unibot, you have won NS.
by Unibot » Sun Jun 14, 2009 9:48 am
Waaay, waaaaaaay too difficult. Issues can only affect your own nation and I don't see that changing in the foreseeable future.
Vocenae wrote:Unibot, you have won NS.
by Marcuslandia » Sun Jun 14, 2009 12:25 pm
Unibot wrote:Waaay, waaaaaaay too difficult. Issues can only affect your own nation and I don't see that changing in the foreseeable future.
Well actually the issue would only effect your own stats.
Except the validity would require others in your region to have had done something with a particular issue.
by Sirocco » Sun Jun 14, 2009 3:26 pm
by Marcuslandia » Sun Jun 14, 2009 3:32 pm
Sirocco wrote:Not sure how I'd write an issue that asks you if you want a cloud of helicopters to airlift you to a different part of the globe.
by Sirocco » Sun Jun 14, 2009 7:57 pm
by Marcuslandia » Sun Jun 14, 2009 10:11 pm
by Kandarin » Sun Jun 14, 2009 10:53 pm
Marcuslandia wrote:Ah, but there actions, and then there are issues choices. Choices create a tweaking of the national characteristic variables. This is good. However, actions, which often have a much more profound affect on the national characteristic, actually do no tweaking whatsoever. Such as, by setup and choices, a nation portrays itself as being super eco-friendly. In contrast, the region it resides in is massively polluted by all of that nation's neighbors. If a regional issue points out that peculiarity, that on the one hand, The People want to be more eco-aware, a call for action would appear: we should move to a healthier Environment or else work on changing our neighbors' eco-awareness. To do neither is a conscious choice to move the nation away from "Help maintain Mother Earth!" stance.
Something like that strikes me as a very worthwhile expansion to help define the nature of a nation.
I wish I remember who wrote:Games like Nationstates are like a big cardboard box, and there are two kinds of people in the world. The kind who look at the empty void inside the box and ask "Where the hell is it?" and the kind who jump into the box with their friends and make it into a fort, or a spaceship.
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