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A long time ago they talked about the potential of manufacturer-specific UIs. Is that still the plan?

Yes, and it's much more possible now with the UI tech because they have a "style sheet system". Previously (or currently?) this would require having a binary file for each manufacturer, which would be a pain to maintain, but the new UI tech (as mentioned previously) will allow for only one file so that only one change would need to be made to affect everything across the board. Zane explains further that the style sheet system is kind of like having a white box outline which can then have a visual description defined and applied to it, and changing between the different styles is simple because they can just use a drop-down menu to switch between manufacturers, and then see the visual description change between them. Simon adds that once the system is in place it gives them more opportunities to hand it over to the graphic designers who can create really nice designs which would then be a lot easier to just drop into the game, as opposed to being dependent on someone going into Flash and knowing how to code within Flash. Zane adds that with these style rules there are a lot of possibilities to differentiate between manufacturers, but also there are ways to do this through changing the layout, such as Origin and MISC having more holographic UIs. They're also investigating the initial engineering requirement to make it so that they can have 3D UIs as well, which would make holographic UIs look even more holographic. This would be particularly good for the more advanced ships, rather than the more retro ones. Zane comments about how right now every ship just has the retro UI, and that they want to significantly differentiate between the different tech levels of ships.

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Published on this date.2019-07-19
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