(I was writing this while others replied, so their aguments where not taken into account).
The personal mod, actually can be a mod where you propose and/or lead it. While the team mod is a group of ppl that you won’t matter much if you lose some decisions and things go on into another direction. But I think a mod team has to stablish some goals, so ppl won’t get upset or offended when new opportunities arrive.
Below, I’m proposing a body of concepts. I’ll provide an example later.
Being part of a team, goals are divided in 2 types:
- Content - which is the main goal (new race, new game, etc)
- Support - the set of personal rules that will tend to motivate you.
Being part of a team, my support goals are:
1 - ETA for the first interesting release?;
2 - Can we discuss and stablish the minimal accepted content before starting to work?;
3 - Can we chop the schedule to make partial releases like screenshots, balance tests (with place holders), teasers, etc?;
4 - Can we focus on new in-game assets and game rules or game modes for the first release?;
5 - Can we make a single stylized PDF (or even TXT) with some features and credits of all the things found inside that build?
1 - A complete mod can take years, but something made by a team,must be more agile;
2 - The problem is not 10 ships taking an year, but becoming 20;
3 - “We’re not dead” marketing;
4 - that means, we won’t play with NIS, animatics, voiceovers, soundtracks before there is something playable and releaseable and we will focus on player base feedbacks and replayability (this is more a personal choice);
5 - Answering why did you create things or fantasizing it is appreciated by the players and game’s enthusiasts (like HW1’s H&TB)
Have to do something here, be back later…