Hopefully this hasn't been proposed before, if so my apologies.
I know this is a contentious issue here and I definitely would count myself more on the simulation "keep it real(ish)" side of the debate. For now though let's leave "how best to implement 3PV in the battletech universe" out of this discussion. This idea can work with or without 3PV.
To begin I do think most of us understand the desire to see your mech from the outside. Whether or not you can/should play competitively in 3PV is the issue.
So one way to maybe alleviate that desire to see your mech and the cool camo you spent 30 minutes on is to have a holographic representation of your mech in the cockpit or part of the HUD that animates 1:1 with what your mech is currently doing.
If this holographic mech was allowed to freely rotate as you turned your actual mech it could also function as a compass.
For people new to the game the fact they could see this holographic mechs feet moving/animating would help connect the fact that they are walking/torso twisting/stuck on an object.
If you took the idea one step further perhaps you could include wireframe topography of what you were currently near (only a few meters surrounding at most). Though this would be tricky as you wouldn't want this view to get too busy.
tl;dr
Add a holographic HUD or Cockpit item (purchasable or not) which is a 1:1 3D animated version of your mech (of course scaled down to fit in your cockpit). Fully skinned, not just a wireframe.
Advantages
- Enjoy your mechs appearance without leaving the cockpit
- See critical dmg (missing limbs) clearly
- Can function as a compass to tell direction
- See how your torso is twisted relative to your feet (just another way, I know there are others)
- See that your mech is "trying" to move (when stuck on an object)
- May help people coming from other over the shoulder games get used to the cockpit
- Unknown how hard this is to implement
- Takes up more space on/in the HUD/Cockpit
- Will cost some computing resources though hopefully just the same or close as one rendered mech