| ENVIRONMENT | GAMEPLAY | REALISM |
|---|---|---|
|
World: Persistent Open-World 120 km Earth-scale planet Terra-style real-world geography A 4 hour day and night cycle Deep oceans (thousands of meters) Major straits,channels and coastlines Free roam across a 120km planet Storms and lightning Water feature for ships+submarines Air feature for planes+balloons Block-based destructable environment 20 well known cities locations Various landmark advantage points Industry: Multi-era progression through RnD Population&housing impacting industry Factories impacting production AI Logistic convoys and escort ships Resource market to trade resources Spawn points: HQ spawn points City spawn points Forward Operating Bases (FOBs) Mobile spawn units Airborn spawn units Advantage points for bonusses Spawnable structures: Trenches and watchtowers Guard posts and bunkers Supply and medical tents Hospitals,city stores,factories,housing Recruitment and propaganda structures System features: Dedicated hosting Advanced trash handling Website status indicator Website Manual Website realtime campaign map |
Player experience: Combined Arms Military Sandbox First-person combat Survival mode gameplay Open World exploring and building Climb structures and mountains Dig trenches and foxholes Build barricades and defences Work in logistics,production or repairs Fortify, Patrol, Transport or attack Swimming feature to survive at sea Parachute feature to survive as pilot Airdropped supplies and light units Combat: PvP / PvE Hybrid combat Slice,stab,shoot and snipe Shell, barrage and bomb Torpedo and depthcharge Carpet bombing Road mining Recon and report Jeeps,trucks,cranes,excavators,firetrucks APC's,tanks,atg guns,mortars,artillery Transport planes,fighters,bombers,zeppelins Transport and combat vessels,subs,carriers Automated AI city defences Automated AA city defenses AI surpression feature at close range On-call training targets Rank+Score: Ranks and promotions Player kill/death statistics Player XP statistics XP Levels for tool+weapon access Score bonusses by APs or perks Capture and defence bonusses Rank based unit spawning Strategy: Multiplayer Co-Op Campaign Long persistent campaigns lasting weeks to months Territory control and conquest Team-based strategic objectives AI orchestrated attacks on cities AI orchestrated logistics to cities War resource gathering through city ownwership Economy gaming by buying and selling resources |
Realism aspects: Persistent world state Real-world gravity and physics Bullet and shell ballistics Water buoyancy with wave interaction Air-influenced aerodynamics Floating mechanics Progressive damage thresholds 5 Tech Era's unlocking new units Unit interiors and access points Unit damage escalation Collision impact damage AI depth charges for submarines High speed colission destruction Submarines are immune to bullets Fuel (H2) based vehicles Unit lock/unlock feature Simulated: Infinite ammunition+lives 4× time scale with day/night cycle Tax income, birth rates and recruitment Population moral and factory capacity City port availability for logistics Collision-based damage and destruction Fire ignition and propagation Heat damage effect across grids Damage escalation effects Random secondary explosions Automatic daily resupply queue to cities Automatic mining for resources Production of weapons+ammunition Automatic flag colouring for AI units |