There is no single solution to this because a lot of factors have to be taken into account:
- Which models do you use? Do they have a high polycount? Do they use shaders? Which scripts do they run?
- How does the map look like? Is is tiny or gigantic? Are there obstacles? Are there waypoints?
- Which lights are you using? Lots of it? Dynamic ones?
However there would be a single solution: Use lolwpoly enemy models with the simplest scripts, put them into lowpoly empty small rooms, use only ambient light and set everything to the lowest in the build game options.
But that leads me to the last thing that has to be taken into account:
- which game do you want to create? A kind of 3D Space Invaders? A mindless shooter? A tactical shooter? An adventure game?
Because even a Guiness entry for "Most lagless enemies in an FPSC game" would be useless if the resulting game is so bad, no want would want to play it.
Reading the
"FPSC engine optimization guide" by JRH and Red Eye (also included in the
"FPSC Community Guide part 2") is probably the best approch to this subject.
In case you find my grammar and spelling weird ---> native German speaker ^^