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Author Topic: "Fixing" the catsplosion problem.  (Read 1037 times)

Rimbecano

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"Fixing" the catsplosion problem.
« on: April 05, 2010, 10:05:17 am »

We are all well aware of the fact that the explosive reproductive rates of cats necessitate population control. We are all aware of the sinister mechanism by which cats make themselves invulnerable to population control by butchery, unless done in at a young age. Therefore, I suggest the introduction of a real-world method for preventing catsplosions:

Why not, errr, "fix" the catsplosion problem by introducing the option to... "fix" the cats themselves?
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Owlbread

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Re: "Fixing" the catsplosion problem.
« Reply #1 on: April 05, 2010, 10:16:32 am »

Sir, I have very good news for you, that being said completely free of sarcasm. This idea is in fact one of the game's "required features", and is definitely slated to be implemented in the game as development goes on.

It does make sense though, as surely the easiest way to solve the problem is allow us to neuter the animals?
« Last Edit: April 05, 2010, 10:18:33 am by Owlbread »
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Footkerchief

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Re: "Fixing" the catsplosion problem.
« Reply #2 on: April 05, 2010, 11:40:26 am »

It's a popular suggestion.  It was also a Req-level dev item back when that system was around.
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Owlbread

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Re: "Fixing" the catsplosion problem.
« Reply #3 on: April 05, 2010, 02:38:05 pm »

It's a popular suggestion.  It was also a Req-level dev item back when that system was around.

So it's not a definite then? Or is it just being considered?
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Footkerchief

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Re: "Fixing" the catsplosion problem.
« Reply #4 on: April 05, 2010, 02:54:49 pm »

It's pretty definite.  As usual, it's mostly just a question of when.
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