How to have an object stop incrementing speed after a certain value?,

So I’m playing around with making a simple Pong game (with tutorials), and am trying to have it so the ball doesn’t move any faster after a certain point (it gets a bit faster each time it hits a paddle). Because if it moves too fast it just goes right through the paddles. I had wanted to add a couple extra features to make it my own even though I’m still new with coding.

Any help is greatly appreciated!

public class Ball : MonoBehaviour
{
    public float speed = 200.0f;
    private Rigidbody2D _rigidbody;

    private void Awake()
    {
        _rigidbody = GetComponent<Rigidbody2D>();
    }

    private void Start ()
    {
        resetPosition();
        AddStartingForce();
    }

    public void resetPosition()
    {
        _rigidbody.position = Vector2.zero;
        _rigidbody.velocity = Vector2.zero;
    }

    public void AddStartingForce()
    {
        float x = Random.value < 0.5f ? -1.0f : 1.0f;
        float y = Random.value < 0.5f ? Random.Range(-1.0f, -0.5f) : Random.Range(0.5f, 1.0f);

        Vector2 direction = new Vector2(x, y);
        _rigidbody.AddForce(direction * this.speed);
    }

    public void AddForce(Vector2 force)
    {
        _rigidbody.AddForce(force);
    }

}

Apologies, I have done some testing and found my mistake.

On the ball use this

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Ball : MonoBehaviour
{

    public float moveSpeed = 1f;
    public float maxSpeed = 4;

    Rigidbody rb;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        Move();
    }

    void Move()
    {
        rb.AddForce(Vector3.right * moveSpeed);
    }

    private void Update()
    {
        Debug.Log(rb.velocity.magnitude);

        
        if(rb.velocity.magnitude > maxSpeed)
        {
            rb.velocity = rb.velocity.normalized * maxSpeed;
        }
        
    }
}

Then on each of the paddles use this:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Paddle : MonoBehaviour
{

    Rigidbody rb;
    public float force = 50f;

    void OnCollisionEnter(Collision col)
    {
        if (col.gameObject.tag == "Ball") // Do not forget assign tag to the field
        {
            rb = col.gameObject.GetComponent<Rigidbody>();
            rb.AddForce(-transform.right * force);
        }
    }
}

On the left paddle, enter a negative value and it’ll make the ball travel right. eg. -300