One thing that worries me about making a GIANT level with MILLIONS of 3dos and such is the fact it would take years looking at the "Host contacted, receiving data" to join a game.
Sure, the info of things that need to be synced should be sent to clients upon join. But for everything else, for example any 3do that is NOT going to move, I think it would be great if we could flag these "things" with a special flag that will "mute" them from being sent from the server to the connecting clients.
I foresee two possible results from this (if you are sucsessful in muting these network messages from the server:
1. The "unsynced" 3dos will still be placed correctly on the new client's computer, just they will be completely local.
2. The "unsynced" 3dos will not exist on the new client's computer, and a simple "local static 3do placer" cog can be used to re-create the static things on the client.