Fascinating little study on the 'life cycle of a Mod'

Speaking personally, I find that there is a lot of truth in the summary BlackWolf started this off with. I know I can certainly see a lot of stuff in there that I can relate to! Not just here... but in a LOT of other mod groups for osther sims.
There are ALWAYS more modellers than good texture artists. Seems to be a rule of life

Personally, I find model building easy. I can turn out a reasonably nice model in a day. Easy. Then, it probably takes another 2 days to get it mapped and to work up a presentable texture. Not a good one, mind, coz I am NOT an artist! I am getting better...but having seen a REAL texture artist work on a WW1 Bi-plane model I made, I know I lack the patience. He spent 3 days building a 7 or 8 layer map to do JUST THE PROP! It looked amazing...
Anyway...Then you come to the conversion thing. Having had a few problems in this respect, I know how little real knowledge there is out there to support people through difficulties. This is, after all, not a big community in terms of 'active' modders. NOTHING likethe scale of Counterstrike or UT2004 etc. I have had some trouble ...got some help form some very helpful people...and some slaps in the face from less helpful people. Wonder how many pack up the job at this point.
Then....there is the 'FRED' thing. How many good mission builders are there? Making missions is so simple. Any fool can do it. Making them interesting...now, thats a whole different ballgame! Mine seem to invovle spawning a bunch of ships that shoot at each other until one side is dead. Thats not going to hold peoples attention! To build good missions takes time, and lots of boring repetitious re-runs until everything happens as you want it...when you want it.
So, what can we, as a community , do about this?
1) New blood.
Not much about, and not much that can be done about it. Just make DAMN sure none gets spilt....
2) Skills.
Well...I can model, UV map, and do a few odds and ends. What mods need that skill? I wonder how many other people could offer small time help on bigger mods. Then ther eare teh ' I want to learn' guys. I have taught people to model before...can do it again. Anyone else willing to try? How about getting together lists of tutorials on the web that ACTUALLY HELP! When I was learning Lightwave, I had the manual, and lots of tutorials. About 5% were useful for the kind of mdoelling I wanted to do. A list of these would be useful, rather than ' go find a tutorial' you could direct them to a page full of links that focus on lower poly mesh modelling.
3) Documentation.
We need more tutorials, help docs and up to date reference material. I found a lot of confusing material when I was trying to learn the basics, and next to nothing on the more advanced stuff. Hierarchy was confusing, still is. Stopped using Autogen features on PCS because I couldn't predict the results.... Nowhere is there a complete tutorial on buildng a ship from start to finish. IPA's tutorial comes closest, but that doesn't cover the table files and was done a while ago.
Anyway....since this is clearly starting to ramble

I will cut it short!
Whatever, the mod scene is done in peoples spare time, and that is always a scarce resource. We do it for free, and because we want to. That can be 'subject to change without notice'
We can probably help things along though, by making the knowledge more accessable, encouraging people to have a go at mods, and keeping the documents we do have as up to date as possible.
Couple of additional thoughts....
Why not have a 'mini-mod' competition. A contest for first-timers, just a few ships, a couple of missions. Something that could be finished.
Why not set up a 'rookie' section in the forum for help and advice? Somewhere that people could freely ask the 'stoopid' question without fear of being told to ' go search the forum' or 'RTFM'
Just some ideas
