Okay, the question is pretty simple:
In my upcoming game, the cruise ship will likely have up to 700 rooms onboard the ship. I developed a system where the room would only load in if a player purchased a room thus, fewer parts in Workspace. Basically, when a player buys a room it transfers from ServerStorage to Workspace. When a player sells their room, it goes from Workspace to ServerStorage. I thought that this may reduce lag since there would be fewer rooms in the game (maybe up to like 30 rooms instead of 700). However, Iām concerned about if players continually buy and sell rooms if that would cause mini-lag spikes.
Should I transfer the rooms from replicated storage instead?
Should I not do the transfer system altogether?
Should I keep the system?