...Continuum will start having problems on any server with 256 players in an arena. At the very least, with powerballs. I don't remember thoroughly proving it, but in spite of the ball position packet being 2 bytes big, Continuum will start treating ball packets with a player id of 256+ as if the player id was cut off to 8 bits. The end result was if the server sent a ball packet for player id 256 carrying the ball(?) it'd show up on player id 0 instead. If you look at the asss code, you should see there is nothing strange going on, anyway (all fields involved in transmitting ball pid are 16 bits or greater.) asss uses global player ids, so this problem can be encountered with 256 players on the server. So the limit of asss is worse than Continuum as much as you spread players out over several arenas. ..the max out list size is not a limitation of the server, it's a protection mechanism that prevents one client from eating up a ton of bandwidth suddenly. Under realistic conditions, it shouldn't happen (but you can increase it to suit your needs and you bandwidth capabilities.) For what it's worth, a fun yet unrealistic thing to do is setship 100 real people (not stupid bots which are not worthy of testing much) AT ONCE. With one command (you can't do this with subgame afaik.) It will cause ~10000 outgoing reliable packets to be queued up at once, not counting reliable duplicates within seconds. It didn't break HZ. It DID create a nice little hiccup which caused a few dozen to lag out though. But that's a limitation of networking. :>