I see a lot of folks coming up with assumptions as to why the 3rd person view frontier chose was needed that I would to discuss/debate.
A1. My ship has more than one hardpoint, so having the Gunner control only one is pretty inefficient.
Debate: The game currently has turreted hardpoints operated by a servo, so why not keep these unoccupied turrets continue doing so under the Captain's or Gunner's control?
Scenario:
-Captain: The enemy python is behind us! Gunner, switch to rear hardpoints!
-Gunner: Yes, sir! *switches to rear or nearest enemy hardpoint using keybind/menu for said hardpoint*
A2. The captain flying the ship is going to make it annoying for the Gunner to control the hardpoints.
Debate: The year is 3303, so I am sure they figured out how to make these turreted hardpoints stabilized for ship movement. No? How do we do it in the real world? Well, with communication from the pilot of the ship/plane or radar of the ship's orientation.
Scenario:
-Captain: Gunner, I am turning the ship to get us within firing range, hold your fire.
-Gunner: Roger! *gunner adjust turret to face ship's direction.*
To quote producer Adam Woods during the livestream, "..Part of multi-crew is communication between the crew".
A3. Having a third person camera view is more efficient than to cater to this playstyle.
Debate: Well, why can't we just fly the ship solo in third person if it's more efficient? Clearly even solo pilots have access to the camera suite as well. Why ships aren't giving a bigger jump range so we can travel faster? Why are we forced to be in the same system to wing with another commander? Why did Frontier spend developer time making Elite: Dangerous support VR? I think you get the point here that immersion does play somewhat of a big role in attracting players to Elite Dangerous.
A4: Why would I even bother getting a player on my ship without the tactical third person view?
Debate; That's a design problem. Frontier could remove the cons of a turreted weapon once the gunner takes control of it (same stats as fixed now that you are aiming it).
A5: Why don't you immersion players just ignore the gunner role if it bothers you. It doesn't affect you.
Debate: Who has the advantage with a solo commander combat Anaconda ship vs. a pirate multi-crew combat Anaconda ship? This is why the currently displayed gunner role cannot be ignored. With the first person gunner view, the solo commander can focus on the killing the hardpoints first to disable the gunner's extra camera view and crucial role, but he cannot do that with the currently implementation of it.
I think if a game like Pulsar: The last Colony can make it fun to be in charge of weapon role and pilot role, so can Elite with a bigger budget. I am willing to debate further arguments, but these are the ones I keep seeing being repeated several times.
A1. My ship has more than one hardpoint, so having the Gunner control only one is pretty inefficient.
Debate: The game currently has turreted hardpoints operated by a servo, so why not keep these unoccupied turrets continue doing so under the Captain's or Gunner's control?
Scenario:
-Captain: The enemy python is behind us! Gunner, switch to rear hardpoints!
-Gunner: Yes, sir! *switches to rear or nearest enemy hardpoint using keybind/menu for said hardpoint*
A2. The captain flying the ship is going to make it annoying for the Gunner to control the hardpoints.
Debate: The year is 3303, so I am sure they figured out how to make these turreted hardpoints stabilized for ship movement. No? How do we do it in the real world? Well, with communication from the pilot of the ship/plane or radar of the ship's orientation.
Scenario:
-Captain: Gunner, I am turning the ship to get us within firing range, hold your fire.
-Gunner: Roger! *gunner adjust turret to face ship's direction.*
To quote producer Adam Woods during the livestream, "..Part of multi-crew is communication between the crew".
A3. Having a third person camera view is more efficient than to cater to this playstyle.
Debate: Well, why can't we just fly the ship solo in third person if it's more efficient? Clearly even solo pilots have access to the camera suite as well. Why ships aren't giving a bigger jump range so we can travel faster? Why are we forced to be in the same system to wing with another commander? Why did Frontier spend developer time making Elite: Dangerous support VR? I think you get the point here that immersion does play somewhat of a big role in attracting players to Elite Dangerous.
A4: Why would I even bother getting a player on my ship without the tactical third person view?
Debate; That's a design problem. Frontier could remove the cons of a turreted weapon once the gunner takes control of it (same stats as fixed now that you are aiming it).
A5: Why don't you immersion players just ignore the gunner role if it bothers you. It doesn't affect you.
Debate: Who has the advantage with a solo commander combat Anaconda ship vs. a pirate multi-crew combat Anaconda ship? This is why the currently displayed gunner role cannot be ignored. With the first person gunner view, the solo commander can focus on the killing the hardpoints first to disable the gunner's extra camera view and crucial role, but he cannot do that with the currently implementation of it.
I think if a game like Pulsar: The last Colony can make it fun to be in charge of weapon role and pilot role, so can Elite with a bigger budget. I am willing to debate further arguments, but these are the ones I keep seeing being repeated several times.