Kraven Kor, on 27 March 2013 - 12:50 PM, said:
Answer: None, because it is impossible (or, that is my take.)
WoT has something "better" than full on 3PV, but as I understand it, still sucks and is still infinitely better than 1PV.
I'm all for it if they can do it right.
I just don't see any way they can do it right.
The WoT system is solid as a base using certain detection principles, but it has some quirks that kill some really good ambush or other close range surprise and long range sniping tactics. Like, being able to detect by sound if close enough (read hear a tank through buildings while in a tank with roaring engine), seeing what friendlies can see completely independent of LoS, and the big killer, total free-look when not using magnifaction which includes the ability to zoom out quite a bit and change your vertical view reletive to the tank that allows almost top down look ability.
To break it down: You have about 200 or so degrees of a full sphere (holes at the zenith and nadir of the sphere), centered on your gun in which you can choose to look any where the only limit on where you can look is terrain obstructions forcing the camera closer or things being outside of the FoV. When it comes to detection (read when things become visible), anything that your allies can see (if they are in radio range) within about 600 meters (I think my longest direct fire kill was at about 630 meters in that game as I think the hard cap is 700 on visual with all visual ****) or anything you can see without obstruction that is moving or firing out to your tank's maximum view range (which by the way is only historicly accurate for most Russian tanks and hard capped at 500 meters) is fair game. Anything that you can hear that is not obscured by foliage is also fair game or that is within 20-30 meters is also fair game. This is all for direct fire only as artillery plays by a different set of rules that I am very fuzzy on since I never actually played artillery. Also targets that are not moving even after they have revealed themselves by firing or moving prior vanish if given enough time and beyond a certain range. (Read tanks at a dead stop in an open field just vanish for no good reason what-so-ever) Additionally all cones of detection are drawn independent of the direction the player is currently looking in. (Read your tank commander is a mutant freak with eyes on all sides of his head)
Mind you my numbers might be off I have not had any serious time in WoT since September.
That is all the bad stuff.
The good stuff. Your personal detection is two cones a drawn directly from the barrel of the gun and your commander's viewports for things to your front. In all other directions there is a single cone of detection drawn from the commander's viewports only. If that cone is blocked for any reason other than the sound detection radius or friendly LoS the target is invisible. All cones of detection except for the two drawn off the front are excluded when aiming down the sight and the player is forced into an aiming down the scope style first person view.
How any of this could apply to MWO:
By locking the cone of detection on the pilot's natural FoV (will likely have to remove the ability to change FoV for first person if it has not be removed already) and limiting detection from free look to anything in that cone of detection not obscured by the cockpit itself and any
fixed objects therein, you get a good start though some 'Mechs will end up with a larger
potential area of detection than others. As far as view rendering of 'Mechs, it is full until it completely exits the pilot's FoV at which point it becomes invisible. Entering zoom other than when using the PIP module would force first person view. There would be no odd sound detection or any such. Targets that are selected, but are only targetable due to a friendly 'Mech having LoS and not the player's own will remain invisible, but have the standard targeting brackets around them for LRM functionality. Weapons fire rendering is still something I have not figured out that does not appear odd under some conditions while giving unfair advantage in the same conditions. Good suggestions for target selection and HUD functionality are already on the first page so I will not bother with something I am struggling on. Target decay for targets detected by the player is also a tough decision, either third person gets floating brackets with nothing in them or gets no targeting decay at all.
This is how I see third person working as fair. Feel free to find and point flaws in my logic in a reasonable manner and instead of a "I dun wan 3PV! ****!" way. There are other threads for that.