Kreu2009
Sergeant
The nice think with mods is that they are optional. So i think most mods you listed should stay mods.
I would really dislike quite a lot of the mods you listed.
You could say there could be options to enable or disable them. But then why not just let them be mods?
Imagine you create a campaign as new player and get greeted with 30 options. Would be quite overwhelming
Mods that i for example dislike:
- Yell to inspire.
- Battle bandage.
- Can't run forever (Why should only a party that runs away get slower over time?)
- Custom spawns.
- Shields block on back (Some shields have such big hitboxes they could even block frontal attacks while being on your back)
- Better horse charges (Cav is already extremly powerfull. Horse charges doing more damage without adding another mechanic that nerfs heavy cav at the same time is a bad idear in my opinion.)
Other people mightl like or dislike other. I think a good mod workshop would be bether then just adding all of them to the base game.
I would really dislike quite a lot of the mods you listed.
You could say there could be options to enable or disable them. But then why not just let them be mods?
Imagine you create a campaign as new player and get greeted with 30 options. Would be quite overwhelming
Mods that i for example dislike:
- Yell to inspire.
- Battle bandage.
- Can't run forever (Why should only a party that runs away get slower over time?)
- Custom spawns.
- Shields block on back (Some shields have such big hitboxes they could even block frontal attacks while being on your back)
- Better horse charges (Cav is already extremly powerfull. Horse charges doing more damage without adding another mechanic that nerfs heavy cav at the same time is a bad idear in my opinion.)
Other people mightl like or dislike other. I think a good mod workshop would be bether then just adding all of them to the base game.