So a practical maximum is the following: The server is connected with Ethernet to the router and thus to the internet. All players have BIG XDSL Lines. Then you can get some 32 players on the server. (and 32 is also the maxium number a UT Server can be configured to... how handy!)
What happens if the bandwidth needed is larger then the servers line? Then the server will queue the datapackages he needs to send out. This will result in bad ping. If you see the ping getting higher and higher on a server DURING gameplay, getting good again after map change or restart then most likely the linespeed all users are connected with adds up to more then the servers line acutall can handle.
Another backdraft is the following: Not all users have the same line. If the MaxClientRate is 20000, then XDSL or cable users can get very decend datastreams and therefore good and smooth gameplay. But users who have only a modem will connect with much lower speed. The gap between the users and the cable/XDSL user is pretty big, the modem player has much less chances in winning.
(More in detail discussion what datastream means in UT gameplay will be discussed later in this page)
As a server administrator its most importent to know the audience of a server. If all players have good lines, then a larger number in MaxClientRate is good, provided the servers connection can handle it. If you have more users with modem or ISDN singel channel (64 Kbit/s) or want more players at a time on your server you have to lower MaxClientRate. Of course you can always limit the user son a server by MaxClients (how much players can conect to a server)-
Practically this is a balance between MaxClients and MaxClientRate.
One last aspect: The download speed of maps from the server to the client is limited by this too!
So if the servers MaxClientRate is only 5000, even players with the fastest connections will get not more then modem DL-Speed!! This is the main reason why its a good idea to put the files on a Webserver and redirect the Downlaod.
4. what is the max throughtput connection speed of the path between the player and the serverTo get the picture her we need to discuss some basics first:
How are data transmitted over the internet?
Some basic knowledge about internet data transfer, that will help you to understand problems, that may occur and slow down your online-play:
If a server sends data over the internet to a receiver (client) or vice-versa, he will split these data into data packets. Each packet will be sent separately. The server will look for the fastest connection to the client at that time. The connection is usually not a direct connection, but the data-packets are handed over by a lot of transfer-servers. Each of these hand-overs is called a "hop".
Usually the path of the 1st data packet defines the way, that all following packets take, so if a "traffic jam" occurs later during transmittal, the packets will not automatically be diverted to a faster way.
To get an idea of the ways, that your data packets travel over the internet, you can get yourself a TRACEROUTE application (shareware available for all plattforms, just search download.com)
What influences the quality of my UT online play?
How good you can play UT online over the internet depends on your connection to the server, that you play on. The quality of this connection is determined by 3 things:
1. The bandwidth of the connection: We allready discussed that.
2. The "ping" time. That is the time, that a data-packet needs to travel from your machine to the server and back. In UT online play, it is the server, who decides about the status of the map. Be aware, that the picture of the map, that you see on your screen while playing UT online, is not the current picture of the world, but that the picture is delayed by the ping time during transmittal. So if you fire at an opponent, you may miss him, because he moved a bit during the time, that the picture needed to be sent to you. That means, if your ping-time is too high, you will have major difficulties to hit anybody, even if you have a good aim. Yeah, we all know.
3. The packet-loss rate. That is the percentage of data-packets, that get lost or corrupted during transfer. Your PL rate should be below 3%. Higher PL results in strange effects: You skip around in the level, even through walls and ceilings, as if you were ghostlike. Your player model simply doesn't move as you tell him to do; UT is virtually unplayable. So, with high PL, even a low-ping connection is worthless! Beyond 5-6% paketloss you can simply forget gameplay.
Please note, that the error correction mentioned earlier makes pingtime bad, but packetloss good.
So to be a bit more precise: It the paketloss of the players line itself whould be more then 3%-4% error correction whould be a GOOD thing. But thats usually not the case. Paket loss happens more somewhere else in the way the paket travles through the internet, not in the XDSL line of the player. One of the MAIN reason for paketloss is a server whos line is to small to handle the add up conection bandwidth of all clients.
Please note also, that MOST Players call a server LAGGY or talk about LAG
***not***
if the ping is bad,
but if the paketloss is high. Paketloss is a much worse thing then bad ping.
It makes your game "stuter". You might all know these situations where suddenly the game "hangs" for a 1/10 second or so and then its fluent again yo are allready dead. This is caused either through unsufficent bandwith on the serverside or pakeloss. The solution for the player is most of the time to LOWER his Connectionspeed in his .INI file as you might understand now...

Also all of the discussions such as:
Player A: Oh its so laggy, cannot play really---
Player B: Why? Your ping is fine!
are useless. Fine ping does not mean lagfree gaming.
How can I improve my ping and packetloss?
The ping is influenced by three things:
1. The time for the 1st hop from your computer to your ISP is influenced mainly by your modem or line... hoew to influence that? Get a better line.
2. The transfer time and bandwidth of your ISP, as well as your ISP's connection to an internet backbone. Ways to improve this: Get a better ISP.
3. The "distance" of the server from your ISP's internet connection point. "Distance" in this case is not the geographical distance. There is a certain correlation between geographical distance and transfer time, but not necessarily.
The UT server browser shows you the ping times to each server. Always choose a server with a low ping! Before you connect, highlight the server in the list and ping it a few times to see, if the ping is stable.
The packetloss is mainly a matter of the connection cabling. Not the player nor the servers admin will be abel to influenve that , because it usually happens somewhere in the world on the way the packets take from the server to the client.
This may may variy greatly EVEN WITHIN the game. That is one of the reason why sometimes the ping changes even while gaming. (other reasons are allready diskussed above)
OK. So far this part.