Seems like a (if you'll pardon the pun) a low-budget version of a morale system.
Exactly! A full blown morale system would be expected to interact with all kinds of mechanics, events and quests. Which, don't get me wrong, would be great, but a lot to ask for at this stage. Hazard pay seems so much simpler, while preserving the core function of making you care about losing people.
I mean, only if the designer wanted to... or is a masochist! I had assumed it would just be a meter reflecting a Gaussian curve with the expected value always set to slightly below the middle of the meter (so player at a minimum would always have to make some basic attempts to please crew, which is mostly just paying their salary on time, every time), and then allow crew to eat a little bit of certain other commodities in order to generally get over the hump in early game when out exploring (measuring time away from port would then add bonus morale when landing at next port based on how long since last visiting port). Put another way, crew morale should stay basically roughly in middle when in core, but require dragging around
only a few extra commodities at a minimum while in core, since visiting ports left and right.
Player would just have to carry some more stuff around when exploring, but would be kinda canceled out by salvaging, and gets a big bump once fleet gets back to cancel out player maybe being kinda broke (and therefore having to sell salvage in ideal market, not first market visited). Admittedly commodity consumption would vary based on both crew size (larger crew would require
moar) and commodity type (Food is cheap, but doesn't help much vs domestic or luxury goods), with maybe some extra bonuses for compounding commodities (more efficient to carry some variety than lots of any single commodity). Battle victories would handle morale in mid and late game, with colonies also helping in late game.
What happens when crew is unhappy for long period of time is pretty self explanatory (they either leave like normal at next port if kinda unhappy, eventually some ships mutiny if very unhappy). Plus maybe base rate of fleet morale decay/ship could be controlled with one or two cheap OP hull mods (like 1/2/3/4 OP). Maybe also skills, but no new skills (ie, tacked onto already existing logistic skills, perhaps). However, skill system has enough issues, seems easier and more lore friendly to just control without adding skills to mix... except for S-mod ships, those ships have to be recoverable even if crew mutinies (although I guess since there is the bonus XP added in next patch to handle respeccing and losing 3 S-mods skill, that could be an alternative to always making S-mod ships recoverable after mutiny).
So exploring with a small fleet hopefully more efficient than large in early game, but salvaging and winning battles later should cancel out increased demand of a larger crew (so long as player can pay the bills). Connecting to events and quests likely too tedious for a game system until after initial game system designed/added. But that seems like something to worry about AFTER game system even introduced, since likely to be controversial with players... and would obviously still require at least some testing in order to measure edge cases and possibility of negative feedback loop. Still, not expecting this any time soon, peeps are complaining enough just about battle AI (although some of that is as likely due to player error as it is tutorial failure when explaining difference between officer aggression levels).
And if anyone is wondering why I've bothered to spend so much time thinking about this, it's because I have partially designed a mod idea to use existing game systems instead, and best I can come up with currently in lieu of a new system is affecting fleet supply consumption rate and CR decay/recovery rates (using just salary seemed too simplistic). Which seems to me to be both inadequate and ripe for exploitation without adequate balance (for which a more complex system would be required, but not easily implemented with current gameplay systems).
Edit: Punctuation