How could missions that require a specific ship for a specific profession work? For example, a mining mission at the moment would require a Prospector.
TL;DRProfession-specific missions like mining aren't yet possible because the mechanics aren't accessible to missions, but the new UI Building Blocks should let designers build these systems themselves.
Luke says that although the mechanics exist, they aren't accessible to the missions right now (i.e. to be used in the missions). An example mining mission might be a request for a certain amount of gold to be delivered within a certain time-frame (which might be displayed on a new tab on the same Terminal you buy and sell from), and it doesn't matter where the resources come from. This might result in a situation where some Players know where to go to acquire those resources, and other Players don't have a clue. Luke posits that there might therefore be easier missions that direct you to a location instead. There are further complications too, such as how it's determined whether the Player has the right type of resource in their inventory, whether that resource can be deposited, how it is deposited, and so on. The same goes for Trading, which would also require a console/Terminal somewhere. One of the things holding them back is that the Trading consoles were built before the new UI Building Blocks tech that has been developed (or is being developed, I'm under the impression that it's not done yet but every now and then they talk as if it's done), so it's not something that Designers can get into and start changing - at least not yet, because there are plans to eventually remake these consoles in Building Blocks which will allow the Missions Team to take some pressure off of the UI Team. Something that Elliot does is to build an ugly wireframe UI model that's functional and shows how the Missions Team wants the UI to function, and generally how they want it to be laid out. The UI Team would then go in and make it look pretty. Luke adds that hopefully in the future there will be less "sticking points" which are caused by the UI Team having too many tasks to do on the schedule, and with the new UI Building Blocks the Mission Team are now free to kind of do it themselves. That said, the UI Team are providing styles within which any box (or whatever) that is created will look like that style. Jared reiterates that we'll get to see what this new UI Building Blocks tech is in the ISC segment coming in 2 to 3 weeks, but also adds that it's not hyperbole to say that it will revolutionise the way that the Designers get to implement their missions, their ship UIs, their kiosk UIs - everything. This will take a lot of strain off of the UI Team, and allow Designers at all levels to push forward with a lot of features that we've all been waiting for.