Command Queuing
A UX/UI mechanic that allows the player to proactively issue the next command (or several commands) to a unit, to be performed as soon as the unit is eligible to execute an action. Typically used in real-time or networked games, the mechanic has two main goals:
- Reduce the memory and time burden on the player to issue a sequence of commands to a particular unit. If they want to recruit 5 marines from the barracks, let them queue up 5 all at once.
- Eliminate opportunity losses from network (and player) lag. If commands can only be issued when a unit is eligible to execute an action, then the player must wait for the current action to finish, and then click/type/tap/whatever to issue the next command. This results in time losses from both network round trips and the player’s nerves, brain, and physical movements. (Believe it or not, humans cannot react instantly to stimuli.)