A while since an update, so some progress news:
I prefer a third person view to create a strong character appreciation for the player and it kind of directs the players attention like in a film, however I can't spend the time to build all of the animations needed for different weapons, riding horses, flying and driving vehicles, nor is GG particularly smooth with the third person view at the moment (there is no way to switch the weapon held by the third person character). I also think first person view does bring some more immersion for the player and actually looks and feels way better in some scenarios than third person.
So as with nearly all projects compromises have to be made
and this is to be the Cogwheel player mechanic:
For walking, running, jumping, special defence and swimming the view will be third person (still considering ladder climbing as a possibility)
For fighting (melee or ranged), crouching, horse riding, jet-pack, airship/flight vehicles, cars, the view is auto switched to first person.
Where player has been switched to first person, then after vehicle exit or last fire event then third person view is reverted to after 10 seconds
I think differing combinations of first-person for weapons/aiming and third-person for other actions has been used in other games reasonably successfully and I quite like the way it flows in GG (after days and days of tweaking the gameplayercontrol.lua). But will also include an option so it can be all first person if preferred by player.
Cathodia Callan & Isaac Illmar are the two main third person view characters - still working on various apparel for these two, but for the main adventure mode levels, screen shots below.
Isaac's main weapon is the 'boomhilda', Cathodia has a special weapon that is both gun and axe in one (when she has no ammo the gun auto switches to axe mode for some robot head smashing fun).