Mods themselves are a good thing. My point is that when a relativity small community starts to mod games without restrictions, the community itself starts to fracture. The war between the two main modding community in IL2 raged for years and broke the community for a long time. rFactor and Race are other examples where many people migrate to a compartmentalized version of the game.
If mods kept the game going for years they must have done it very very right
In restricting modding, there's a few things to keep in mind, like:
1) Do you torpedo the possibility of another Counterstrike
2) The vast majority of players will just skip mods anyway. In practice you'll need to set up a game with friends or at the very least, call an event with the mod if you want to play it in multiplayer
3) Players that prefer mods can get A LOT from different kinds of mods
I am very pro-modding but I am also for strict control of what (a) is mod-able and (b) how it's disseminated to the masses. For example, lets say the map making tools are released. Great! Anyone and their uncle can try their hand at making a map but before they can be added to the map pool, they must be tested and official approved by Eugen. The worst thing would be to just have new maps just downloadable and thrown into the rotation.
Not really sure if Eugen should commit any resources into testing community maps. But there is a big can of worms, eg. if you have n versions of a single map, it's very confusing for the end-user. But I'd see it's up to the mapmaker to make sensible releases. Also that "thrown into the rotation" needs to be more specific... there needs to be a way to playtest the maps in MP, and also if you can earn exp on a custom map it's not that a gamebreaker in the end since you get "everything" unlocked fairly soon anyway.
Some gatekeeping makes sense. The average end-user prefers to have 3 options, all good picks, not 100+ options, most of them "kinda interesting, but crap" or just plain confusing. But gatekeeping can be done by:
1) The map/mod maker
2) The community (map review sites etc - should be doable here)
4) By the end-user. If the map is crappy, if the unit strengths and weaknesses don't make sense, just don't play it.
Fix decks and save minor nations - viewtopic.php?f=91&t=28335