I believe I've found an official Answer to my Problem (Object Factories)
Searching, searching, searching...
Always I had a few questions, how the heck do I create new instances of objects without writing 30 lines of code (probably a hundred or so in some cases).
How do I pass an "Object" to a function that simply pushes the object into a vector, while being able to send all of the class "Object" derivedrens unique? Ultimately, Passing *Object to the function while *Object might be a space ship, a wall, a planet, an asteroid, a tree, etc etc...
The answer is an Object Factory. An Object factory that creates other Object Factories, a super factory to manage -EVERY- object in your entire program. This "Object Factory" would be at the very very very VERY tip top of your Include files, included once into the entire project, but used and weaved in throughout, in amazingly seemless OOP.
I believe this is the HOLY GRAIL of oop, the pinnacle of C++ as an object oriented language, and to boot, not that difficult to understand the outlying structure of the whole thing.
I will include an example of a simple Object Factory below..
The article was written by Robert Geiman and is on www.GameDev.net .