If what Zarathud says is true, and
![:v:](https://www.hard-light.net/forums/Smileys/HLP/v.gif)
truly did implement hard-coded ship limitations for reasons other than performance/engine capabilities, then I'd go so far to argue that they were wrong to do so. At best, it seems to be an instance of well-intentioned nannying...but at worst, it smacks of totalitarianism. If I want to push the engine to its limits and create a massive battle royale, why shouldn't I be able to? Sure, it may completely suck gameplay-wise, but it's completely on me as the author to ensure that it doesn't. Just because
![:v:](https://www.hard-light.net/forums/Smileys/HLP/v.gif)
followed a certain design paradigm when considering the setup and scaling of the campaign missions they created, that doesn't mean that the entire user base needs to be beholden to that same paradigm. That's the main problem I see with Zarathud's argument; he seems to be implying that, just because
![:v:](https://www.hard-light.net/forums/Smileys/HLP/v.gif)
's way is the
only way, rather than a single philosophy on how to make an enjoyable mission.