Server Online     Space Engineers WW2 Waterwars
Features
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