Is there a reason that we don't double the build/reclaim radii on the commander or fabbers? If not, I'd like to propose we do that, since compact structure placement can be a real thorn in the side and it would just make my day to not have to do that.
Well, I´d suggest starting with less then double, maybe a 30% increase or so! This will make it easier to estimate whether this would be a good or bad change! (I do even assume that something within the range of 20%-50% would be perfect!)
I agree that it would be too radical of a change to deploy without testing. Luckily, however, the PTE can be used to test gameplay changes like this.
The other thing that this would help with is allowing bot/vehicle fabbers to build naval factories, and naval fabbers building factories on the shore, which currently ranges between frustrating and impossible.
All my mods ever, have had commander build range up to 60, land fabbers to 40, air fabbers to 20, and naval to 60. The commander is a single and strongest unit in the game, why not? Naval needs it for shoreline establishment, not to mention ratio of naval range to land range dictates a longer build range. Technically, with new naval range increase they should by-ratio have a range of 80, but that would be longer than some munition range which gets exploitable. Combat fabs can due a range of 80 actually. Adv. Combat Fabs actually have a niche use in turret creeping. Would be nice if they also could build pelters lol... They just build so fast...