I was always a 1st/3rd toggler fan boy in the mechwarrior series. I manipulated my camera between 1st and 3rd person views constantly in the older mechwarrior games for two reasons: Tactical advantage & to see my mech in all its glory moving within the setting. That said, MWO is a much more competitive game than the Mechwarrior series ever was. Tactical advantages make all the difference in the world here and 3rd person will change it entirely. I understand the need to grow the player base, so I am assuming there is no choice but to implement. How is the question.
1) 3rd person should be utilized
initially in the training grounds
only. But that is not enough be itself. The Training Grounds are currently not a place of training, but more of an experimental static map. The Training Grounds should be implemented with actual "training" with an interactive, immersive tutorial similar to the old MW series. There was a voiced mech commander guiding you through the topics of throttle, turning, torso rotation, heat, etc. and you had to practice each to a certain level of proficiency until you moved on to a new area of proficiency . Then you got to blow up stuff! I know AI brings in all kinds of new challenges which may not be even possible. But I really think it is necessary due to the complexity of the MWO style of 1st person shooter (or 3rd person for that matter), new players need it. Training is where MWO falls it's shortest IMO - Youtube videos won't do it nearly as effectively
.
3) Arcade vrs CW. This was a great idea if you are forced for any number of reasons to include 3rd person views. Pugging should allow a choice between 1st or 3rd persons as an option (Arcade mode). CW should allow 1st person only. Your goal is cater to both 1st and 3rd persons players, but you
must at all cost make sure they do not interact without fragmenting the community and increasing que times. Also, minimize tactical advantage of 3rd person players by not allow the camera to rotate or pan in and out - only only a static 3rd person view. How this will effect player fragmentation and que times are questions that cannot be answered unless implemented.
4.) It is my belief that
most (not all) people like 3rd person less for a tactical advantage and more for immersion. Watching the mech you built and custom painted tear through terrain, viewing PPCs, gauss, LRM/SRMs, etc. pound on your mech's armor, and watching projectiles, missiles and lasers exiting from your hardpoints is really just plain cool and immersive to
a lot of people. Without it, they lose interest in the game quickly. Therefore, it may sound crazy, but setting up an option to record your match and watch in 3rd person, could remedy this. The camera moves around freely to various angles and you could really immerse yourself into a battle of giant mechs and at the same time review your performance. I am not sure how possible this really is, but it may address a large part of the 3rd person desire.
In any case, however your team decides to handle it, it is quite a challenge. Not handling it properly will result in a lower pool of players - maybe not immediately - but much sooner rather than much later. GOOD LUCK!
Edited by Mudslinger, 22 March 2013 - 07:27 AM.