1) unless something goes badly wrong, a BP, Inferno, Diaspora, WCS release will almost certainly floor the rest of the of the community's work in most categories for that year due to the level of skill and prominence of those teams, i mean heck there are significant FSO improvements in the engine because there were requested by those teams (possible exception to WCS there).
Very true. That's one reason why I included the stand-alone mission category - not everyone has the time for a full or mini campaign, but a good idea, executed well, can make a stand-alone mission stand out against a campaign.
So, it would be good to have a mix- the big team awards (maybe a seperate, specific category, so that it is teams up against teams) and then smaller, solo operaters.
2) how will you maintain momentum between years for the organisation of the competition?
Good point - there is also significant worry weather we generate enough material and teams progress enough to justify an annual awards. Thence, BI-annual might be better.
In terms of organisation, we could have two strings - The Coders Choice and the Community Awards.
The Coders' Choice could focus on more esoteric stuff, that only a limited number of people might understand or realise the ability/benefit of (lua scripting, coding, high-level fredding).
The Community Awards will be voted on through polls on the forums.
3) how will you ensure releases early in the cycle will still be fairly judged compared to stuff released closer to the closing date when the memory has faded?
It could be up to the creators to submit their stuff, maybe?
But the Coders' Choice could be more pro-active.
Thanks fro the feedback, appreciated.