As a precursor how about bring the old game worlds to be in line with the newer ones. Yes it would probably cause me a lot of work but bringing them together would simplify your code base and cut your maintenance down.
Yes but no, there would be a ton of implications that cant be easily overcome as with a new game world. For example some of the older worlds operate on the old turnaround calculations, therefore you would need to alter your flight plans. Not everyone has the time to sit through fleets of hundreds of aircraft & what happens in the busy hubs where slots are a premium?
All you could do is either make a hash go with whatever you could make out of it or operate on a delayed mentality, which isnt ideal financially speaking.
Would that also mean updating the air treaty’s to reflect the modern day changes as well? Since I could see that also being an issue for some airlines.
I mean at that point I don’t think it would be much different from just effectively being a reset. Don’t get me wrong I like the features & all the bells & whistles the new worlds get but is it worth the uprooting hassle, personally no.
& then (& this is just an assumption) what if this new airlinesim 2.0 potentially needs a reset anyway, you would have just put the old worlds through it, to then have enough time to recover just to then have another reset.
That being said some changes are more feasible then others, take the recent demand/ors updates. Yes some of my cabin layouts are less lucrative then before but u can adapt more easily or at least without any potential hard blockers in the way.
I took the liberty of splitting this discussion from the feature roadmap item, as it’s heading into quite an unrelated direction.
On the topic: Configurability, while introducing a whole bunch of complexity, is a good thing to have for AirlineSim. Be it to leave existing game worlds in peace, offering more options to exclusive game worlds, enable certain scenarios for educational/corporate clients or - most importantly - to be able continuously deploy new stuff without having to work on two (or more) versions of the game in parallel, leading to risky releases.
Some feature will have to be rolled out to existing game worlds eventually. In these cases I’ll try to find countermeasures to keep the impact on the affected airlines as low as possible. But my general plan is to have all new features feature-flagged, so they can be enabled/disabled per game world at will.