It's a bit more complicated. I understand and agree with you, but...
I don't think that current modes are really separated from each other - they have a few functions you can enable and disable (like HUD), but mechanic you use in both of them remains the same. Changing in-game mechanic for one will probably change mechanic for all of them (I mean movement, aim and so on).
That's why I think a completely new mod(s) should be added - as the official one too - to prevent messing two different game modes with each other if they are indeed linked together. It is more of a technical problem than anything else for me. I wait for one mod to make shooting more realistic (not ROOst, but not RO2 either) myself.
Correct me if I am mistaken somewhere.
Oh no question about that, the way the game is set up right now, the two modes are joined at the hip, John basically just threw togeather the "Realism" mode a few days before the game released, it is for all intents and purposes the exact same game-mode using the exact same codebase, the exact same weapon-parent class, the same weapon code, the same player-controller class, which is why they are identical in the first place.
But it does not have to be that way, there is no technical limitation or problem that prevents them changing this, they absolute can sepperate the modes, make them use entirely different player and weapon code that can be tweaked and altered without affecting the other.
And it's not even hard, i am a novice at Uscript, but even i could code this, it's just a simple matter of making duplicate gametypes that call on different player-controller classes (which again would be a simple duplicate job that you'd just need to tweak), and either making duplicate weapon classes, or even modifying them by means of mutation or subset values that can be called upon.
What would make it hard is dealing with class limits and default weapon avalibillity, because TWI decided to hardcode this info into the maps, which was allways a bad choice as it is the least flexible way they could possibly do it, and they really should change that, class avalibillity both could and should be handled via the gametype class or via mutation, and this would even allow server admins to tweak it to their liking, which would be a huge bonus.
None of this needs to be a problem, all of this could be done, and it's not even a large workload, it's quite basic gametype creation, player-controller tweaking and weapon duplication, the sort that UT engine modders and developers should be no stranger to.
But we need to get TWI onboard with it, because right now i don't think they are, i think they are stuck in thinking about the game as it was designed, rather than thinking of how it could become something more if they did things a differen't and more flexible way.
But this is going to be important to all of us, they say they are changing something about the gameplay based on community feedback, though exactly what that is we do not know, but if they don't fix this "joined at the hip" codebase they have going now, it's going to be a problem regardless of what they change, if they make any changes twords what the roosters would like, then the new crowd is likely to be unhappy with thouse changes, and if they decide to change it more twords what the new crowd wants, they could easilly lose what roosters they have left.
This needs to be solved, or TWI will be damned if they do and damned if they don't nomatter what direction they go, because this is a split community now, the way TWI decided to market the game has seen to that, it does not have homogenous wants and needs, and there is no one-size-fits-all solutions that will work. Aslong as the game does not support genuinly different modes of play, somebody is going to get the short end of the stick nomatter what TWI changes in the future, and you (you beeing whomever reads this) could be the next in line for disappointment, something is getting changed, but to what?