I wouldn't like this idea as well. But in order to sell it you will have to bring something solid on the table....for example how would you solve the slot problem and the demand problem mentioned by sk above?
Thanks for give me chance to bring my idea.
My idea for solving slot/demand is simple:
1. Airport demand keep the same after merge, since this game use real world data
2. Merging slots will cause some slots temporary overbook
Here, I use a simple example to show slot merge:
Slot A (everyday, before merge, in game world A): 40%
Slot B (everyday, before merge, in game world B): 30%
Slot C (everyday, after merge, in new game world C): 70%(40% + 30%)
Slot C will be 100% if A + B >= 100%, and cannot add new flights any more
3. Add congestion rate to indicate how much overbook for a airport overall. In new world, the rate can only be keep or go down (See 2)
Using previous example, congestion rate = average slot usability A + B. In maximum, 200%, if slots in world A, B is both fully booked
4. Compensation for overbooked airport until the airport is back to normal. Depends on congestion rate, same for all player at that airport per flight (the more flight already there, the more compensation you get in total)
Compensation could be a ratio of airport landing fee or branch office fee, so different for each airport
5. Any player making airport from overbooked to normal will lower all other players' compensation per flight at the airport
This is a rough idea, how to operate need help from others. I have a simple example:
After initial merge, all player at airport H get compensation fee S = CR (congestion rate) * (some base). Player Tom moved one of his flight from a overbook slot to free slot, causing congestion rate of H to new CR' which is less than CR. Player Tom will still receive same compensation as before, while all other players at H receive S' = CR' * (some base). Player Tom got his bonus! So do if another player make his contribution too.
6. After airport back to normal (congestion rate is 100%), no compensation for all players any more.