Oh? They made an official statement on this?
No one said anything about an official statement
idea was to be able to play with a large amount of players if needed which may have caused too much stress for the host.Virtually the limit to the amount of players would have been the bandwidth of the server
I think overall the logic of co-op is not suitable for people more than 5 players. Because according to this logic, people should always be active all at the same time with main host, which is theoretically not possible after a certain point. You can, surely hide people if they are inactive, but this also leads to some issues like lack of units to fight etc. And time is also an issue when player X fights against bot 1, others will continue until that battle ends, which is fine, because this is how we are doing it in normal gameplay, if two bot parties are in war, we are watching them based on game date. However, we are and they are also able to join war. And if this happens, then you have to write join war logic from scratch for each war as well. Which will definitely increase the server load as well. So in theory, for each game session, if you have N players, you will have to also support N different battle server and their handlers.
To avoid all this jazz, my initial thought was P2P co-op with a second player, might even be sharing the same party at the beginning to make it easier. And then if one goes into war, either spectate your friend, join as a single soldier by replacing the bot or as enemy general. With that logic, no game date cycle will be disrupted as well. Main battles will be something like Captain mode, and rest of the game stays same. Probably have some holes in the logic though, since I didn't spend much time on it. But either way, it's surely doable and I think C# brings better and more reliable ways to implement this compared to weird Warband MS script.