lennaert thanks for the suggestions but I am on the same page with EncryptedCow, I have determined that to make my game project work efficiently, and without all sorts of attempts at circumventing some of the current limitations, I will need to have the ability to manage multiple layouts simultaneously either in export, behavior, or some other feature that enables 1 server, X clients, and Y layouts/maps/rooms.
I understand the limitations, and for one, there are many successful games that don't have a whole ton of concurrent players (take games like Realm of the Mad God for example. Their servers do not usually host many people). I honestly do not expect to have that many concurrent players, and even if I do, that is what having multiple servers is for, like Runescape, Maplestory, AdventureQuest Worlds, Realm of the Mad God, & etc. Or if I do need to support more than 256, then I'd be happy using your suggestions to send players between server instances rather than trying to stuff everyone inside one.
But until then, for sure to make this work efficiently and cleanly, I will need to have the option of managing multiple separate areas through support from Scirra in Construct 2.
I have sent Ashley an email asking more about this subject, and I hope to gain more insight into the possibilities.
In my email I also pointed this out: adding a feature that directly supports the creation of traditional MOGs would be an excellent selling point. There are other products out there that do support online multiplayer games through the web, however, none of them are straightforward, many of them have some sort of licenses more associated with business-class development, and none of them have the same level of simple development that Construct 2 has as an entire IDE. There are many users who would love this engine if the support were right out of the box.
And I would gladly create tutorials and guides on how to start developing an MOG were we to see a feature like this since it would make development that much more straightforward. I understand, Lennaert, the concepts you've brought up, but I think just the fact that they are more hoops to jump through creates issues and winds up much more of a deterrent, especially to potential customers.
On a side note, in the long run, you do not want any data to be passed off to a client machine in, say an MMORPG. People will learn to exploit even the smallest bit of information, which is why I will not develop in that way unless I take the whole "server" right out of the equation and develop a Multiplayer game more like Dark Souls than, say, Runescape.
In that case, yeah, heck a DS-like game would be fun! But that is not what I am developing.