This kind of highlights a subtle interactive design or user experience component of the Trolley problem. Part of the Trolley Problem is that the choice is between an action or inaction. But these problems, or the first one at least, have two buttons. So you're making a choice. Yeah, some might argue it's a technicality. But what if you put the Do Nothing choice on a timer? What if you made it an asynchronous "Problem…
I did the problems under the assumption that "pulling the lever" was an act, while doing nothing was not acting. Implied legal (and moral) liabilities made a difference in my choices.
This is always my problem with the trolley problem. Are we supposed to take second order effects into account?
For example, if I destroy the trolley that is killing 5 people over 30 years with CO2, does another trolley get built to replace it?
Or ‘kill 5 people now or send the trolley into the future 100 years and kill 5 people then’. Is it 100% guaranteed the trolley kills them then? Or can I assume there is a tiny chance they figure out time travel and can make preparations?
Or the ‘stuck on an eternal loop’. Does this mean true eternity and are the people in the trolley immortal? Or just for 70 years?