The SupCom engine has always been laggy control wise.
I can understand that, but when you're telling the 200 planes in your air force to invade something, they don't all arrive at the same time anyway, and the average unit was pretty disposable anyway, and there were plenty of other issues for you to turn your attention to in running your base/army after issuing your orders, so I think the delay is much more tolerable.
In Demigod you have your one guy who is of the utmost importance, and nothing to multitask on in between giving him his commands, so it's much more noticable. I would imagine that due to having fewer units than SupCom, lag would be easier to manage in the first place.
If we eliminate any delay or lethargy in command-to-action, I argue that we would garner too much control, such that certain attacks and abilities could be countered not by strategy or tactics, but by reflex. This is not a reflex game. I don`t think it is anyway, and I wouldn`t want it to become one.
It isn't a twitch shooting game or a reflex fighting game, and it isn't going to be, but at the same time, it's inevitable that these things will offer some advantage.
Being able to click precisely and quickly on the unit you want to attack next will let you kill it faster and move on to other things. Being able to choose the level up ability or shop item you want quickly puts you back in the action that much faster. Even being good with the camera controls will give you that little bit of information a little bit faster.
Despite those things, the decisions the player makes are still much more important than their "technical" abilities, and that will continue to be the case.
Its difficult to understand what you`re saying.
It really is much easier to understand when you don't use those abbreviations.