We asked thousands of RTS fans what they actually want from a modern RTS and came up with a game that
favors clever tactics over action, player freedom over scripted set - piece moments and strong singleplayer campaigns over long - term monetization opportunities.
The finite resources and push to be aggressive is largely because Act of Aggression
favors sheer numbers of units produced quickly by whomever has the most resources to throw at the problem and a high click - per - minute ratio over
clever tactics and carefully planned strategies, dropping it more into the Starcraft II territory than something like Company of Heroes or even the Supreme Commander series.