I find it funny you guys think that having a bunch of guys who can't finish a mod or adhere to any form of schedule being formed into a team will magically make up for your weaknesses. Well, guess what? It won't.
Big teams
don't work that way. You can't just randomly and arbitrarily do whatever. You have to manage your data carefully. Personally I wouldn't allow any more than a
single guy who controls the dat and script aspects, and then maybe a guy who deals with grafting, and then the rest for actual asset creation. Why? It quickly turns into a freaking mess.
Look at SoW. They had two relatively experienced modders; Aqotrooper and MidnightGladius. But somehow, even though these guys were supposedly decent and they didn't operate at the same time, there ended up being two entirely different data versions no one even knew about until I rolled in, and both of them were a total mess. The scripts themselves were unoptimized, they were for different versions of the game, almost none of the units used the same slots, ect. ect. Now you're talking about worsening the problem massively. How many people do you intend on actually modding? With
no leader? No common ground, no vision to guide you?
You may think having everyone who can mod just suddenly jump into a single big project would be a cool idea, and it is on paper; you combine all of your strengths and maybe you might even get something playable out of it. But it'll quickly turn into a disaster of logistics.
Yeah. I work solo. This is why. I've had plenty of offers from people to help me mod, but even when the going is tough and I'm not sure I'll finish my objectives, I reject them. Even though I have strong logistics control and the ability to lead, I keep everything lean and fast and simple, and this is exactly why. I have managed teams in the past, smaller then what you're suggesting, and it can easily turn into a mess.
If you truly intend to make a clan mod, you're going to need to have a
handful of EXTREMELY motivated and highly active individuals who
know each other well. A team of strangers in totally different timezones won't work. Period.
But I mean, you can also just throw shit together, but don't expect it to ever get finished or playable.
The most I ever have working on me with mod data was back in 2000-2003, when I had HKS largely working with me. Except we knew each other very, very well, and knew each other's strengths and weaknesses and handled our data management very carefully.
I could always write an article on how we did things to help you out if you really want me to.
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.