I've thought more about this feature, and concluded that this feature solves the issue people have with passing/failing, but in a really awkward way that creates other new issues.
Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
"Oh, I failed. Let me
play further while 'halving' my points"
A shitty halved +NF score, or no score at all, does anybody care about the difference? No, because if you didn't mind a shitty +NF score on the map you would choose +NF in the first place before you start playing.
If "playing further after fail" is the real essential issue for this feature, you might as well change the std nofail system, instead of updating the nofail mod.
Bara's example was about going for a pass, yet
finishing the rest of the map after fail. So if the fact that you
finish the map is the essential point to this feature, it'd be more efficient to change the failsystem to something similar as taiko's fail system, instead of changing the nofail mod.
This way, you would still have the normal HP drain bar, and once down to 0, it stays there but you still finish the map and simply fail at the end of the map and don't set a score.
That's way better than this feature's current idea, as this other solution doesn't create the problem that
people would basically be permanently equipping nofail.^^I'm speaking from the Feature Voter's point of view, as I read the other posts, I believe this isn't completely thought through by most people who voted for this feature.
Personally, I would say don't change the failsystem/nofailmod at all.Edit: fixing my english