@cunnismeta said in What would it take for Nomads to be FAF's 5th Faction?:
We must remember that ultimately FAF is viewed by many as just a mod
it may be viewed as a mod, but last I checked, as a mod to continue the support of the original game (supreme commander: forged alliance) and improve it, not change what it is as if it is some kind of unofficial sequel or fan game/spiritual successor, unless it changed, the point of FAF, as I understand it, is to make the base game the best it can be, you can't do that if it is no longer the base game, these additions (mods), however amazing, must remain completely optional
and it is not an excuse to deviate "because we are already technically a mod, so it doesn't matter how far from original we decide to change it" nor should what people see FAF as change what it is, I can't check, but I think many more people come to/stay on FAF not because of how far it deviates from original, but because of how close it manages to stay to it while improving to the point where the game is unplayable without it, I know I do, nomads (or any other modded faction) just can't fit into that no matter how good it is, because it wasn't in the original game (SC:FA) and thus should remain optional
before you mention units that FAF added, those were added (again afaik) because of existing gameplay necessity (t3 maa) or other kind of improvement of some aspect of existing gameplay (engy mod), nomads aren't needed for gameplay, they are a completely optional addition that base game doesn't need to function, they may be great and all but they are great as an optional mod, not as part of base game
FAF does a good job of avoiding messes.
this is why
In my opinion the "crown jewel" of FAF you speak of shouldn't be what it adds into the base game whether you want it or not, but what it allows to be added to modded games if you do want it, but the base game should remain base, a crown can be taken off