I am making a space game (like the game Freelancer). You control a space ship in third person.
What are some gameplay considerations that I should weigh when selecting a field-of-view (FOV) for such a game?
There is definitely not a "best". It's more about several aspects of design, including:
1) Gameplay- Does your game benefit from a view similar to a RTS game or Isometric RPG? The world is easy to manipulate in this view. Does your game become more immersive in FPS view? Should the view be of the player inside a spaceship, viewing through a screen or window infront of them? It all depends.
2) If you are speaking of strictly FOV in a FPS view, then try a game like Battlefield or Planetside2 which lets you change the FOV. Look at the maximum before you get sick, and the minimum before you lose usability. Find a middle ground which you prefer.
3) Alternatively, allow the player to decide their FOV. Have a default value, but ultimately leave the decision to the player.
If its a single player game just let the player set the FOV themselves. Its possible to use it as a way to ballance ships (EX big ships has smaler FOVs while small have larger) but probably not worth the hassle and wont deter people who are sensitive to low FOVs.
Now if its multiplayer then thats a different issue. Being able to adjust the FOV makes it so that better hardware can become very advantagous. A large FOV with a huge monitor (2560 x 1440) in a game where spotting the other player first is an advantage can become very unballanced just because of the hardware.