Again, they took a chance on the untested new guy because I spent some time discussing stuff on the mod, and so gave them time to weigh the merits of what I was saying. I didn't just write up a general proposition out of the blue ... I first contributed some knowledge on the subjects of ancient warfare and edged weapon combat, and gave everybody a chance to assess my skills and my commitment to a project. When what I was saying checked out, people were a lot more willing to take a chance on someone with minimal modding background.
If I had just posted a thread: "I propose a modification of the combat statistics to reflect actual damage to a human body, as based on what I have researched and (unfortunately) seen..."
Of course, everyone would ignore that. Number one, they would have no reason to believe that I knew anything about the subject. (Why should they? Every self-proclaimed martial arts guru and film critic thinks they know something about the realities of combat. Odds are they know less than nothing.) Number two, they would have no reason to think this would be an improvement to the game. (Reality often sucks. It is therefore logical that games based on reality will suffer the same.) Number three, they would have no reason to think I would stick around and finish it. All of these would be enhanced by the track record of others who attempted similar projects, usually changing a handful of stats resulting in equally unrealistic and fantasy-based results in the initial release, followed by the project evaporating.
However, by spending a couple of months trying to learn to mod and getting involved in the discussions, at least a few people got the idea that 1. I was quite possibly crazy, but I did know what I was talking about - when I mentioned tactical realities of armed conflict, it was because I had seen blood drawn before, and 2. I planned to stay around and support the project (in that case, Onin-no-Ran). Based on this, my proposition had demonstrated merits.
A person presenting a completely new idea (i.e. the mentioned fictitious example about Ancient Egypt) would need to demonstrate in the first post that he understood both the research aspect, the technical limitations of the program, and the literary burden of creating the necessary plot. Someone who generally proposed a mod on Ancient Egypt would be ignored. Someone who proposed a mod based around the aftermath of the military campaigns of Ramses I would be much more likely to draw attention, as this has signs that the issues of plot and research are being addressed. Both would be ignored unless they could demonstrate a viable plan to include working chariots, or at least the name of the person expected to provide them with such code. Without demonstrating this degree of planning, nobody will expect much.
And, of course, the ones who were ignored would never round up enough help to get started, unless they planned to do the mod entirely by themselves. And why shouldn't they? A great expert on Ancient Egypt is no help at all if he does not understand the limitations of the M&B engine ... his propositions are doomed to be impossible. A great setting, no matter how well researched, does not make a story without some plot involved. Without a demonstration that such things have been considered, there is every reason to believe the project is doomed.
And without help, that belief of doom will most certainly become self-fulfilling.
That's just the long and the short of it.
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Reality is, being a mod lead is very tough ... especially for a major conversion. It isn't a job for new people.
New modders need to get involved with other people's projects or generic mini-mods for a while, and develop their skills and their contact list. That way, they can get involved and make meaningful contributions while learning. Only after they are confident of their skills, and have a well-developed list of people who will help them, should they attempt a major mod.
Those with extremely specialized skills should just post that they have such skills and would like to get involved ... preferably in the thread or subforum of a mod somewhat related to or needing their particular skill set. That or create a mini-mod applying what they know, and wait for others to come to them.
It's not normal for people entering the work force to just go out and start a multi-million-dollar company ... most start at low-end jobs, and either work their way up, or at least learn the skills they need to start their own company. However, computer game modders often-as-not try to start out by beginning their own major conversion mod. Odds are they are setting themselves up for failure.