@Sirbomber;
But I love walls of text!
[NOTE: I actually do like walls of text, its a weird thing I know, but I do like them]
Well, since ConVecs are able to repair structures without loading up on metals, it would be feasible to have all available structure kits loaded into the ConVec and thus it builds the needed structural components on the fly. Could work. It would get the annoying issue of Structure Factory to Convec complex process removed, and replace it with something still interesting (the interesting thing being the way it builds structures)
Well, the only time a disaster would cause me personal discomfort, would be either if it directly impacted me or impacted someone I cared about, ie a relative. But, I can definitely see your point, and a disaster shouldn't affect colonist lives unless it directly impacts them.
An easy to understand morale system could be feasible.
There is a lot of things in the lore that we can't benefit from ingame. Things like containment protocols to prevent said massive explosions from Advanced Labs or Spaceports blowing up. Or hover cars (or was it MagLev?) in the tube network providing transport, but yet a similar system can't be setup above ground for combat units for quick travel across long distances. Or underground consumer markets. Or holographic projection technology (who needs recreational centers and forums when you can have virtual reality). But, I do see your point and it would make sense to have emergency shelters in case of attack or disaster, to provide temporary protection... at least until the DIR Team (as the T in DIRT stands for team anyway).
@Vagabond;
That is a very good point. By having both, you have basically a double whammy of negative morale, when really, morale should only drop due to injuries or death, and anything beyond that shouldn't likely affect morale.
That would be a more appropriate way of doing things; have the colony require specific structures as the colony grows and thus are encouraged to provide those facilities. Though, if I were to go that route, I'd want to ensure that if the player did provide those structures, then they would get a strong morale boost by providing them and a strong negative morale incentive to avoid if they didn't provide those structures.
@Hooman;
Okay, so some kind of real-time challenge is needed.
I have been thinking lately of a unique time-based challenge, that I'd be happy to share when its more fleshed out. Or unique in that I haven't seen other games do it before.
What kind of morale events could be done than what is currently available in Outpost 2? (Disasters, Birth/Death/Training, Kill Civilians, and Temporary Buffs)
Well, I feel that some micromanagement in the early game would be beneficial as then the player really appreciates the automation based technologies researched later on, and could provide an internal goal of reaching that technology to gain access to the automation sooner when they create a new game. But, as a colony gets bigger, if no automation is available, it becomes a real chore to manage; ie the situation that happens with an Outpost 2 colony, when you have 150+ colonists trying to manage morale, food production, research, and defense all at once. So yes, automation would be needed.
Really? I have heard of the StarCraft tactic of rushing your SCVs to kill their SCVs before they have marines (or zerglings/zealots), but never heard of rushing your MCV in C&C to another base, as it is so much easier for the enemy to build base defenses quickly and thus defeat such an assault quickly.
As for the kit/development process, I think Sirbomber's approach sounds better. The ConVec may need to revisit a structure when new kits are made available to update it's computer system, but I don't see the value in basically building the structure twice (once in the factory and once by the ConVec).
An interesting idea of improving your own colony morale when the enemy suffers a disaster. As for the other point by Gore Vidal, could you explain that a bit better? I don't really understand it.