Heres what my linkshell does. Granted it is my linkshell and not a "Static", so im not sure if it pertains to the op at all but I will post a novel anyway. Maybe it will generate some other ideas about how to improve your salvage scheduling.
I'll just give a bit of background on how our Salvage system works.
In our linkshell what we do is we give people lotting choices on individual pieces (initially you get a 1,2,3) from salvage as well as a main/secondary which acts as catch all for pieces that no one has as a choice. As your attendance gets higher it will unlock more lotting choices for you (4,5,6, etc choice). Lotting tends to go 1>2>3>4>5>6 etc > main > secondary.
Now what our linkshell does is we ask who all wants to do salvage (often 12-24 people) and based upon who wants to go and what their choices are we put people in different groups based upon the particular zones. So people end up getting put in different groups all the time, playing with different people.
One of the reasons we do it like this is because it allows everyone who wants to do salvage an opportunity to go. People when recruited into the linkshell arent left out because theres no room in a certain salvage static or one new person gets into superstar static A while another new person gets craptastic static B. One of the good things about doing it this way too is that Salvage tends to create divisions within your linkshell if people are only playing with certain people in certain groups. It is also nice because you can go groups of 2-4 based on the zone where peoples lotting choices are. Also nice because you can put all the people who need a certain 25 from a boss on the same run.
The downside to this of course is that its not as efficient really doing it in static and sometimes its just funner playing with people in a static if you enjoy their company more. When I say efficient wise I mean like as in the People get used to playing with same people, it makes passing cells n stuff alot easier because people have a better idea of how it goes without it having to be said. Other problem is that, sometimes you will tend to get stuck more with weaker links in your groups because your basically allowing anyone in your linkshell to participate. Also is just harder to keep track of alot of ppl rather than 7.
Our linkshell used to have static groups, but we started doing it a different way,as posted above. Reason I brought it up is because I think its been easier to schedule, since we started doing it this way. Just because a bigger group has more flexibility and its easier to mix and match to make the groups work. Also because people tend to quit FFXI or there playtime deviates as time goes on, I think it is a bit smoother of a transition rather than always trying to patch and stitch your static everytime someone doesnt show up or quits or w/e.
If you have 7 people, you really have less flexibility. If any two people have RL stuff to deal with or a certain job cant make it, it potentially really messes up your group. But with the way we do it, we can pretty much always make it work because a bigger group is more flexible and people can fill in for others when they arent there. It is also nice because you dont have to rely on people 100% of the time, and people can just go out and watch a movie or something without feeling they arent letting down their static.
Not sure if anything I posted made sense. Not saying any one way is better than the other. Is pro's/con's to different types of systems. Just tossing out some other ideas of how some linkshells handle scheduling problems.
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