my actual 2 cents (not pie in the sky dream) now that I know this thread is actually going to be looked at, by the way, thank you for just coming in and communicating with us Mr Inouye. I hope this is the beginning of a continuous dialog between us players and you devs. its a welcome change of pace, now on to my essay on fw
sorry its so long, I just cant express these concepts in short sentences without losing the intent behind the thought.
1: I would like to ask that you replace voting. its difficult for a unit or group of units to try and create an rp driven mode, when people who have no idea about the forum and ts meta drown out any thought out attack strategies with with mass voting for a planet whos name sounds cool. it makes any attempt to achieve a long term objective impossible. I would instead ask that you let units receive a vote multiplier based upon how many planets they have taken while loyal to any particular faction. this allows units that have been loyal for a long time to achieve more say in the world that fw represents, and it allows new units who seek that level of influence a method to achieve it (that method being play harder and more than the other guys, and get more planets for your faction so that you can earn your influence).
2: in regards to your goal of having players choose their faction on a match by match basis, I think that is a not great idea. it gives credence to the notion that loyalists are meaningless, as it would then be much easier to bandwagon onto the side that is winning to receive any inevitable victory rewards, be it mc and a planet tag, or any other rewards that get implemented in the future. if loyalists had enough incentive to stay loyal, then this may be a powerful counterpoint to them, however, the way you presented the thought implies that it would not be released alongside any (dare I make this joke?) similar 'buffs' to the loyalist lifestyle, and therefore it would just exasperate an existing issue.
3: another point id like to address, is your take on large units. it has been my experience that large units are good ways to keep people playing, and a lot of the older, large loyalist units used to do a very good job of training new players up, and showing them how to become better. Without a real social area within the client, this is the best way for skills and ideas to be passed down. large units may be causing problems when it comes to fair distribution of planet tags, but the only tangible benefit to receiving a tag is MC, so it may be a better idea to rethink how mc/rewards are distributed at the end of a phase. large units, however, are not a large problem, in fact they are a solution to the current problem of a rough new player experience, and it would probably be more helpful for the entire game if large units were prominently displayed for people to attempt to join. as evidence, I simply ask that you take a look at hhod. they may be laughed at for lrming, but that's just jokes. everyone knows that they are actually an extremely good, coordinated unit, and new players looking to learn are routinely redirected to them for guidance when any new players ask in a thread were they can get better. instead of hurting these types of units, it would be beneficial to facilitate their growth.
4. you mention that you would like the rp to be driven through pgi run events. while I don't see fault in that per se, I think it would be better if either the "narrative" of pgi's fw be player driven, or that there be at minimum continuous player input influencing pgis narrative. this could be as simple as putting a poll on the main website page a week before every time a pgi run event is held, giving a couple options that could possibly happen for an event that people can vote on. I enjoy the concept of fw being very player driven, and I think leaving it player driven leaves room for more rp and space nerd politics to occur, which are definetly the most fun aspects of nbt that I would like see transferred to fw.