We plan on having about 100 smallish "rooms" in our game world. As the player travels, we will be destroying the old room and instantiating a new one.
We hope to keep this room-changing time to under a second. We have a transition that occurs between room changes that should hopefully hide any load times. If performance becomes a problem, I'll have the scenes and LoadLevelAdditiveAsync method as a backup plan.
Thanks for the reply!