In addition to what @Brutus5000 wrote, which are good points.
@evildrew said in FAF(default) mode alternative:
Modders can always add in new stuff from FAF's patches if they want it in their mods or host in the currently named FAF(default) mod version if they want all the features and files to be automatically applied.
This is not true because some changes are outside of the reach of a mod. For example: assembly changes, lobby changes, shader changes, etc. You can't pick and choose these - they either apply or they don't.
@evildrew said in FAF(default) mode alternative:
Every time the game team (mostly) is modding around with FAF(default) it always risks to break every other sim mod. This creates a lot of work for modders who do not want the extra work especially when extensive patches like the recent one are released.
The average sim mod does not break and is still functional. As an example: even after a decade worth of changes roughly 90% of the features of BlackOps is fully functional. It received a few patches, sure. The same applies to other mod packs that people play with on a daily basis. We're even looking into maintaining mods to some degree. One exception is Equilibrium, which is a very extensive mod that does not only hook functions, but also overwrite various functions. And that is where the trouble starts.
I agree that the system is not perfect. But what matters at the bottom line is how a mod is structured. If you hook files and/or functions gracefully then you can avoid 95% of the problems. I assume that you are talking about the mod Superior FAF Experience
and when I review it then it overwrites not just a little of code - it overwrites almost all of the base classes for units, weapons and projectiles. With that setup the mod is extremely fragile to changes that assume something about those base classes. Because of that, any significant patch will 'break' the mod. This is not something the game team can take into account in a reasonable fashion. It is up to the author to use the best practices instead. And if the author does not, then you either keep maintaining it or it will eventually break.
Of course - you can't 'prevent' new features and/or (unit) stat changes from sneaking into your mod. One example of this is the changes to the Tractor Claw of the Colossus. But in my opinion that is part of the package when your mod lives in the vault of FAForever. The featured mods take precedence.