See Before Do
I just made that up, don't judge. Actually do, I'm terrible when it comes to such things.
Anyways, simply apply SBD to tactics and you have what you require. Let's take Dark Souls for example, ignoring all the complaints of "this si too hard" or "stupid idea", Dark Souls is really, bottom-ground, essentially, a strategic RPG. Every single fight you have to commence, besides boss fights, surprise attacks and impossibru moments, you are able to view before-hand. Let's take an example of a fight area at the start. You reach it, and you can view that their are two undead on a walkway that extends over your bridge who throw fire-bombs at you. You can also notice that there is an undead on the walkway later on which you can see, what you can't see are two undead inside the room. Now, there was a merchant previously with a bow and arrow I could buy. I have the bow, but not enough arrows. I go back to him and get maybe 50 or so arrows. I will then proceed to shoot the undead on the walkway farther in. He will be alarmed, and come fight me in the safe area. One down. Then I will shoot the bomb-throwers until they are dead, since it is impossible to reach them in other means. I will then proceed into the room, to be caught by surprise with two undead in there. That is no matter, for I have cleared the bomb-throwers and can back off into the narrow walkway which only allows one at a time.I will then bait the front-most ones attacks, quickly hit him and roll back to avoid the back undeads attacks. repeat until death, and I have cleared the area.
That was quite long, but I have got my point across. Of course, that's an example of how to plan it strategically. I actually just bad-assed it with a sword, screaming with pride at my awesomeness. Ohk, I'm digressing. Anyways, Dark Souls applied the SBD rule perfectly. It is the simplest and most efficient way to provide strategy to games.
BUT REMEMBER. Yours is a Real Time Shooter.
Or, in other words, you will have to redesign this concept in order to provide intense gameplay in your game. Actually, I gave some suggestions in my previous comment, but I can't be bothered re-posting. So yeah.
Actually, your point didn't come across to clearly. At least not to me. Are you saying that for the RTS, there should be a See Before Do mentality or tactical approach. And then my question is how is this different or the same from typical RTS's. For instance, in an RTS, you typically don't walk past turrets to take out buildings without first taking out the turrets, which sounds like the concept your saying, but I don't understand about something special to apply to the game. Is there some mechanic to typical RTS's that you would suggest changing? I'm interested, I just don't get what your saying yet.
I guess what your suggesting is to have the RTS be zoom-able, so you can take control of an individual unit, and run them like a First person shooter. If that's the case, I'm not sure how to handle the RTS processing requirements with that kind of unit precision a game. But it does sounds like you bringing up the See Before Do as a mentality to have in the game. Perhaps like having troops hidden in buildings or forest that you can't see.