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.
Of course, they can still only have a finite number of these pieces, but to ensure they don't look too repetitive, they can easily change parts of each track piece, such as plants or trees, with the click of a butto
Of course, they can still only have a
finite number of these pieces, but to ensure they don't look too repetitive, they can easily change parts of each track piece, such as plants or trees, with the click of a butto
of these pieces, but to ensure they don't look too repetitive, they can easily change parts
of each track piece, such as plants or trees, with the click of a butto
of each track piece, such as plants or trees, with the
click of a butto
of a button.