You may wish to take some of this criticism to heart and evaluate how you respond to it; the people you’re being hostile towards are the same people you’d be wanting to attract in order to complete a project, and some of them have considerable experience.
My advice about getting a solicitor involved and incorporating still stands, and I’d strongly reiterate it. I’d also like to echo previous sentiments that your concept has little to no value until it has been demonstrated, so until the point where money becomes involved, you haven’t much to worry about on that front. If you don’t feel like you can trust the people you’re working with to get you to that point, then quite frankly you’re working with the wrong people and it’s only going to get worse from thereon out.
This is the best advice I can give regarding the original post; what comes next are general statements intended to ground your expectations with those from your peers.
I’ve been in these forums through three iterations and nearly fifteen years now - I’ve seen literally hundreds of post from people who turn up out of the blue, looking to recruit people for their newest, latest and greatest concept, overvaluing their ideas and their personal value without being willing (or often able) to demonstrate any of either. This post has all the hallmarks of the same, and until you’re willing to demonstrate your value, people are going to treat you in exactly the same manner as all who came before you. If you want to find people to work with, you’re going to have to start sharing the fruits of your labour with the peers you’re potentially hoping to work with in future. The reality is that practically every developer already has their own ideal projects they want to work on, and more likely than not they’re going to value their own more than yours. If you’re going to get anywhere, you’re going to need more than a monolithic design document, you’re going to need progress (or money).
I don’t want to have to deal with 200 pages of diagrams and formulae either. You’re not going to like what I’m about to say, but a 200 page design document is already a failed project. What you’re describing is what I’d refer to as ‘big thump documentation’, a wad of paper so fat that the whole room notices when you drop it on the table, and you couldn’t pay me to work on such a project. You don’t make successful games by planning everything out in meticulous detail then just implementing it according to specification (that’s how you make expensive disasters), you make games through a long, iterative process during which a concept changes, evolves and improves during the development process. The first step is a concept document, no more than perhaps 10-15 sides of A4 for a particularly complex game, then pre-production prototyping to determine which parts of the concept are potentially valid and which are not. It’s not uncommon for pre-production prototypes to change dramatically between iterations, and many simply just get thrown away because what looked good on paper, didn’t play well as a game at all for any number of reasons.
Only once you have a reasonable prototype do you want to start writing full-fledged design documentation, and even then you don’t write it all at once and just drop it into a team of developers; you start by fleshing out the underlying systems of the prototype, improving the flawed mechanics of the prototype, and building outwards from there; your documentation is rarely more than one step ahead of your implementation and this is how it needs to be, because if you find that one of your underlying mechanics doesn’t gel with the game’s direction (be it other mechanics, art pipelines, technical problems or simply just budget/time constraints), you may need to rework it or even replace it entirely. In your ‘big thump’, if that underlying mechanic is pulled out, you render everything else in that document redundant often before you even looked at implementing it (now wasn’t that a waste of time?).
In a pen and paper environment, the game designer is usually only wasting their time and that of a few others. In a video game environment, mistakes like that can cost millions of dollars, people’s jobs, and in some cases have sank entire companies.