Cooked games require the standalone MyGame.exe and MyGameServer.exe and don’t require -game or -server to run. These executables imply cooked content. UE4Editor does not use cooked data, just the data in your development /Content/ directory structure.
That being said, unless you write custom code to put your server in a more “headless” state, you will need to specify the map and gamemode on the commandline (or in the DefaultEngine.ini). Your game startup logic will have to handle waiting for players to join and knowing when it is legal to start the game. This can be very different from listen servers where you get the first player implicitly.
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Maps/MyDefaultMap
ServerDefaultMap=/Game/Maps/MyDefaultServerStartupMap
GlobalDefaultGameMode="/Script/MyGame.DefaultStartupMode"
GlobalDefaultServerGameMode="/Script/MyGame.DefaultStartupModeForServer"
Try adding -log to your server commandline to get a window with status. We haven’t come up with a nicer server solution yet.