I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets being sent every 0.2 seconds or so to players telling other player's position, health points and things like that, and I have no idea how much of the network I can actually use (in a P2P UDP connection).
I really don't wanna leave the clients to sync the enemies positions themselves, as myself as a player have played games like these and its so annoying to have you shooting an enemy in one corner of the map and your friend shooting the same enemy on the other corner. But I have no idea if sending every 0.3 seconds or so updates from 200 enemies and their position is reasonable.
TL;DR: How would devs synchronize a high number of entities for multiple players and what is the limitation of a UDP connection? Is there a number of packets per second that you would work towards?