Currently I have a Larger RPG project on my workbench, slowly coming together. The battle system is turn based and will require a custom battle screen for player groups to fight monsters (or each other) in. My first idea was map-instancing where we simply copy the small battle map onto a new z-layer. Several battle maps could be loaded onto a single z-layer before another one would need to be created to house more, but once they aren't in use anymore, they are deleted to conserve memory, of course. My only concern is efficiency. The most I really expect at any time would be ~20 battles at a time, if my project happens to be likable. I've seen battle screens done in client.screen, but have heard such awful things about latency and whatnot, but my concern is that the overhead generated by constant map-area creation and destruction might be too much for a general server to handle.
I would like to know if my map-instancing solution would be more efficient than a client.screen based one. Or if there are any other solutions that would work the same and be just as/more efficient, I would like to hear those too.
Thank you in advance for any feedback given on this query.