1) Segregate the queues. Until there is no definite advantage to using 3rd person over 1st, there should be no view switching. Switching may be implemented when the below is accomplished. 3PV only has minimap and all UI restored.
2) Strictly enforce no peeking. The camera should rather vehomently refuse to allow the player to peek. Think Splinter Cell, the camera will not peek a corner until Sam physically peeks. Similarly the camera in MWO must lower itself when it detects that there's a rock in front of the cockpit but the camera can see above it. Likewise the camera should aggressively close in when such peeking tactics are performed. The camera will not shuffle a great deal when there is a mech blocking the view. When huddled closely to a rock, the camera may even move in front of the mech cockpit and show no body at all.
This is difficult and will require lots of work and testing, but I am sure it can be done in a smooth enough manner.
3) Camera should have a reduced FOV compared to 1st person and be adjusted dynamically per the user's FOV setting. This will require a good bit of math and testing but it can be doable to prevent the increased FOV from gaining an advantage by effectively matching what is seen in the cockpit in all but the most extreme of circumstance.
4) -optional- Zooming in will change the camera's position from overhead to the side if room permits. Aside from avoiding the top of tall mechs, this view is to drill down the point that you are essentially looking down boresight, not a periscope. This is to prevent using zoom to better spot targets from under cover. If 2) 's requirements are not met, the zoom will not activate. You cannot use the zoom if you're behind cover and near a corner as your cockpit is basically obscured. Or the view may activate and a UI indicates you are ready to zoom but due to space constraints you cannot. Upon leaving cover your zoom activates.
5) Above permits, integrated into mixed queue. If advantages still persist, camera drone will be present. Upon being shot the camera will be destroyed and returned to a 1st person view for 10-20 seconds or more. Module slot is available to reduce recharge time for a destroyed camera for several uses in a battle, but still limited. Possibly 2-3 uses. However if the above is accomplished and no true advantage or disadvantage is made, then the camera drone may be removed.
-Conclusion-
Several of these steps will be extremely challenging to perform as it'd require either all maps to have what is essentially a Nav-pass to tell the camera where/when it can move around or one really smart camera that dynamically does all this without adjusting maps. But once adjustments are made in whole, then it is very possible that 3PV will be no better than 1PV and may be a fun alternative for some players. However it still stands that unless significant changes are made, either 3PV must be restricted to its own queue with no view switching at all, or removed wholesale. All Devs must decide if a feature must be scrapped for the greater good. If 3PV doesn't pan out, I expect it to be cut and soon.
I am an advocate of game devs doing what they can to make the game a more enjoyable experience in the end, 3PV 1PV regardless. If it works well and is fun, then it's good. If not, it gets cut. If a feature proves too difficult or causes trouble, it gets cut. No questions asked. By implementing 3PV the devs have committed to a rough work pass and must now decide if this is worth it as time goes on and development proceeds.
Edited by Donnie Silveray, 02 August 2013 - 07:01 AM.