I have one variable pool, shared by all clients, that stores all remaining enemies in a game. When a client starts a game, he gets some enemies from pool. When he finishes, enemies that he did not kill are put back into pool. The game also checks to see if all the enemies have been killed (i.e., pool is empty).
What is the best way to implement pool? I'm concerned about the 5 updates per second limit on a datastore entity.