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4. The game does use a seasonal model. In the beta it was about 6 weeks long, but the season duration at launch is yet unknown. My guess is it will be much longer as we only had access to about a third of the total map during the beta.
Once the season ends most/all of your stuff gets moved to your personal instanced island called 'Eternaland' where you can build whatever you want. When the new season begins, the world and your character are reset, but you will be allowed to bring with you a set amount of items (exactly what is TBD) and most importantly you will have all the blueprints and blueprint shards you unlocked up to that point. Your base will also be saved as a blueprint to make it easier to rebuild as it was before.
You have to begin crafting your gear again from Tier 1, but having access to weapon types you previously didn't have until late-game before will make starting over much easier. Also, I believe that parts of the world or at least the story will be different each season to keep things fresh.
8. Each player has one territory, which can be moved at-will (between shards on the same server definitely, between distinct servers I don't know).
You can control who can craft and access items in your base within the two types of social structures (guilds and 4-player fireteam-type units). Thus many guilds from what I observed would pick one player's territory and build it out as the main guild base with all the crafting benches and such and then build out another player's territory with turrets and defenses to use for 'purification' which is a timed monster horde mode that gives you a particular valuable resource when completed successfully, but can result it items in the base getting damaged, thus choosing it to be separate from the main base.
You can also do everything in one base if you play solo (such as myself), but those with options tend to diversify :)
Hope that helps!
2) There's 2 grouping mechanics. You have a hive, which is essentially a 4 person clan, then there are warbands that are a collection of hives (up to 80 players). As far as PvP goes, it's opt in even on PvP servers. There are areas in specific regions that are "always PvP" called frontiers. These areas are the main source of PvP, there's no true open world PvP, so unless you're purifying an echo or actively flagged as PvP your base can't just be zerged.
3) Simple answer, yes, gear matters as it dictates your HP and resistances and how much damage your abilities and weapon special abilities do.
4) Yes, the game uses a seasonal model, where the vast majority of progression is reset at the end of the season. You keep any blueprints you unlocked over seasons and any cosmetics earned, but levels and skills are reset and bases wiped. There is a persistent world called Eternaland, everything you gathered in the seasonal world gets converted to a currency you can use to build a permanent base in Eternaland (it's essentially a semi creative instance where you can freely build stuff at the cost of the mentioned currency, invite players to, set up various rules like allowing PvP, other people to build etc. It's a way to placate those people that don't like progression wipes.
5) No, Once Human is an MMO, so there's no dedicated server software for it.
6) You can activate PvP, but deactivating it is cooldown based. And the more PvP activities (ie. killing other players or damaging structures) the longer you PvP flag takes to "wear off". This can be sped up by returning to your base. Also the amount of stuff you drop when you're defeated in PvP is based on how much PvP activity you partake in. There's a small meter on your UI, when it's full you drop everything, up until that point you drop a portion of your inventory based on how full the bar is. On PvE servers flagging for PvP has no effect.
7)See above regarding the "heat system".
8) Each player has 1 territory, So a hive can have a total of 4.
9) There's no tool cupboard or "castle heart". Base raiding is mostly about design and strength of building material. As mentioned earlier the vast majority of PvP takes place in the frontiers, so there's not really a lot of base raiding. People can't "take over" control of your base, they can raid it like in rust by breaking through walls and break storage, so it's a matter of investing resources into breaking into other players bases. But once they do crack open you base and storage, the base remains under your control. But your base can only be raided if you're online and PvP flagged.
EDIT: I recall something along the lines of war declarations on rival warbands. I'm not at all familiar with how the mechanic works though, whether it constitutes full open world PvP between the warbands or not I can't tell you.