having a queue setup for unit production would also have to be applied to other production fascilities, including structure factory and starport. gameplay would change considerably as a result. there would also have to be somesort of progress indicator, probably something similar to research progress or scientist training progress that could be displayed in the multiple unit queue. besides that, a new menu system would have to be introduced so that someone could view current queues to see whats being built and how many have been set for production. it would require a definate rewrite of the game, as stated.
i think having unit production how it is keeps players on their toes. having multiple queues would take out a large element of gameplay and create long periods of the player simply sitting around waiting for his army to build up enough to attack and either the attack is a success or a failure. having to multitask and monitor multiple points around your base affects base structure arrangement, defenses and assault posture. if your vehicle production was automated and you could set a waypoint for outgoing units, you could build your vehicle factories anywhere around your base because they would find their own way to a staging area. whereas is often in games, vehicle factories are arranged in groups and are on the side of the base closest or facing the enemy so that newly created vehicles can immediately attack.
building the starship would basically be completely automated except for rocket launches which take no time at all. part of the fun of OP2 is in the tension the game creates and adding queues would only remove that element of focus. if queues were introducted, the unit cap would have to be greatly increased to even out the gameplay. if you built 4 vehicle factories and set them all to build beyond the unit max, any game would be determined by whoever reached the unit max first. you might as well make a game called "first once to click their mouse 100 times wins" and name it OP2.
in games like total annihilation, everything can have an infinite queue due to the large numbers of units and structures involved and the rapid pace of play. a game like starcraft for example allows for less units and requires slightly more micromanagement and thus its queues are more basic and only allow for a certain amount to be in a queue at any time. in op2, the gameplay is based more around whoever manages their base and economy best, will win. this involves MUCH more micromanagement than total annihilation offers and alot more detail than SC has room for. because of the need for the player to play public servant (keeps colonists happy and productive), civil engineer (base design and defenses) and military general (attacker) all at once, the game isnt geared toward streamlining unit production to the point that a tomato in a persistant vegitative state could easily make war on an enemy. instead, the focus of the game is on the tenacity of the strategist within to plan out their actions 200-500 mark in advance and in how well the player keeps their colony productive and viable. as i said before, removing this important factor in op2 would reduce many levels of gameplay to a game of galaga - either your units get through or they dont. having things how they are open up many options for players and opponents in terms of gameplay.
(has anyone else noticed that most of my posts turn into mini essays?)