master modeler
(emphasis added)
Um. Perhaps you should prepare something along the lines of a plot and/or campaign script and investigate currently available assets. Give us a game plan with some specific bullet points, or you will have serious difficulty in being taken seriously. I don't mean to be cruel, but I don't think you fully appreciate the depth of what you intend to do.
new ships (fighters, bombers, corvettes ect)
What new ships do you need? Broken down by class, role,
DESIGN, etc. Without a thought-through setting for this ....proposed campaign, from-scratch assets risk being out-of-place or outright pointless. And it's a lot of work to make stuff from scratch- you better have a really good idea of what you want (read:
NEED) before you enlist anybody else.
new weapons
I'll grant that new weapons aren't that hard. However, you have the same issues facing new ships. Why do you need new weapons? What tactical roles do they fill? Are they actually going to add something to the experience, or are they going to be Just Another Flashy Laser Cannon (TM)?
EPIC music (i can handle that)
Music is tough, as a piece can evoke a wide variety of responses in different individuals.... assuming that the piece in question isn't a horribly overplayed masterpiece (Lux Aeterna, I'm looking at you). Music needs a lot of consideration, as a good soundtrack will really drive home memorable moments and leave an impression on your players, but a ****ty soundtrack can irritate people.
lots of missions
O lawd. Again, perhaps you should sit down and map out what you intend to accomplish with this project. A campaign with too many missions in the plot will wind up with some missions being pointless filler, the player simply killing enemies for the sake of killing; on the other hand, too few missions may result in the campaign feeling rushed.
This requires serious consideration if you actually want to make something good, and the best advice I can offer here is to plan out your project's plotline before you even think about individual missions. Which brings us to...
a story line just as engaging as blue planet
...perhaps the most difficult point mentioned here. A good plot is... sorry. I don't really have advice here.
It's entirely possible you have a masterpiece bouncing around in your head. But without cluing us in at least a little bit, most people simply won't be willing to take a blind leap.