Trying to get an idea of polygon counts that the engine can handle.
Well, the engine can handle around 50k triangle for a single model... over this, it is a crash...
For a normal play :
-fighter/bomber : between 500 to 1k tri, texture 512x512
-Frigate/cruiser : between 1k and 6k tri, texture 1024x1024
-Capital : between 6k to 12k tri , texture 2048x2048
Always better less to more... specially if you plan play on huge multistar map with 10 player...
Simply remember that a 10k tri model on very high graphic setting will always look better on screen that a 20k model on low graphic setting
Remember that poly count is somehow related to the coding too... if a mod put two time more fighter on their carrier ship, hangar, etc... it is a good idea to reduce the normal poly count for fighter/bomber by 50%... some thing if you begin mod the max of capitalship or fleet supply...
All in sins is about balance, and it is true for the models too... if you create a new frigate who is cheap and use few fleet point, it will be build a lot of them, you will have lot of them on screen, so you need a low poly count.