I would just get the license.
Any connection these days can handle 500 -/+ online; (a lesson for those who don't know) - all the client has to do is download the tiny little packets of streaming information from the hosting server. These packets are so insignificantly small that it would take maybe an hour to reach at least 4Mbytes on a HIGH-populated game.
The hosting cap has always been crap like 16, 32, 48, 64.. These numbers are the usual cap because common commercial internet averages around 7Mbit (which 7Mbits = 0.875Mbytes) upload speed.
Most Renegade servers are usually 25Mbits as well (these are the good ones that dont lag at 64 players and a little more).
My server pumps out, as you've seen in the image above, an estimated steady 1,000Mbits/s. Servers like mine can easily handle, say, 5,500 connections and act like its only 64. It of coarse can handle more but that would be the casual stress limit.
Your argument is for those who have very poor connections, which is very uncommon these days. I have zero confidence that my server, if the devs allowed, would even get near 500 online - simply because the maps are not designed for such activity. But even a person with a junky 18Mbit download speed could handle 500 players online (which would all be streaming from my server). You must understand exactly what Peer-to-Peer is, because this is not Peer-to-Peer.
The reach here is to jailbreak this player-limit cap. Why? Well, that question alone is for your human nature to answer.
I hope I cleared this up.
@@Devs, really like to know what the current maximum player cap is.
Thanks.