Wulfram 2 had base building, a "space" layer you supported from the ground, two types of hovertanks with a dozen purchasable weapons (per round resources) like floating mines, many missile types, masers etc. You could choose a direct assault or play the long game, outposition your opponent's orbital forces and eventually rain death on their base.
Tank control was difficult but rewarding, you had to control your elevation and angle which would use more or less power depending on what you did. So many fights ended with cutting the power to your engines just to get that last second of shooting you needed. Jumping and doing prediction shots was a load of fun too, and it was expensive/risky/high enough cool down that it wasn't spammed or abused, almost as if the dev actually checked how people were playing and balanced it around how to make it fun or something.
There is nothing that combines all of these things today.