DLS, the "friction" you are encountering comes from a community that has been constantly burned by promises such as yours. Every week another new person comes on the boards promising to pay-when-published and every week another pay-when-published project fails. This really hurts the community because alot of people volunteer their time and talent for YOUR BENEFIT and then get no pay off.

My advice is to show some proof that you can accomplish all this.

This can come in several forms, but the most important of which is a Business Plan and the Game Design Document. If you don't have a Business Plan (even a bad one) then you cannot expect others to believe anything business related you say. And if you don't have a GDD, then you cannot expect other to believe anything game related you say.

Another form of proof would be past work and research...have you made a game before...do you know the advantages of 512^2 textures vs 1018^2 textures...do you know the avearage amount of polys for a character...for a building...do you know how many animation frames is appropriete for the job.

An even better form of proof is a complete game you have done in the past in any engine and any language. If you have completed one (or preferably several) game, then it's likely you know what it take to make a game and that adds to your validity.

In short, you have to know everything a Business Man, a Producer, a designer, an artist, and a programmer know if you expect to make this work...nothing less. Demonstrate that you have most of these skills and people will flock to you. Fail to do this and expect more derision.

ABOUT PAY: You cannot expect people to put in one hour a day for you. That would make them employees of your company and like jetpack alludes to, you would then be liable for a number of benefits towards your employees and a number of taxes to the government. What you need to do is hire your team as FREELANCERS or INDIEPENDENT CONTRACTORS (same thing btw) and then all you pay is per project. Furthermore, your numbers need to be more solid. If you pay around 7 USD per talent and you have 5 people working for you, that's 35 USD per copy going to your developers leaving 5 USD for your profit and operating expenses (or rather the other way around since the Cost of Goods on a single copy can be a few cents for online to more than 5 USD for offline copies).

TO OTHERS PAST, PRESENT, AND FUTURE:
Please, if you are going to comment on a new project, explain yourselves constructively. Some of these posts are worse than useless to the original poster and the community and come REALLY close to violating forum rules.