Difference between revisions of "Scientist"
(Removes xenomorph reference.) |
m (swaps to the guides template) |
||
(18 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{JobPageHeader | {{JobPageHeader | ||
|headerbgcolor = | |headerbgcolor = #e0b0ff | ||
|headerfontcolor = black | |headerfontcolor = black | ||
|stafftype = RESEARCH | |stafftype = RESEARCH | ||
|imagebgcolor = # | |imagebgcolor = #E078FF | ||
|img = Scientist.png | |img = Scientist-nbt.png | ||
|jobtitle = Scientist | |jobtitle = Scientist | ||
|access = Research Division | |access = [[Job_Guides#Research|Research Division]] | ||
|difficulty = Medium to Hard | |difficulty = Medium to Hard | ||
|qualifications = At least | |qualifications = At least 30 years of age, PhD from accredited university in applicable field. | ||
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] | |employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Zavodskoi Interstellar]] | ||
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran'mir Academy of Scientific Pursuits|Miran'mir Academy of Scientific Pursuits]] | |||
|superior = [[Research Director]] | |superior = [[Research Director]] | ||
|duties = Do experiments, research, | |duties = Do experiments, research, ranch slimes. | ||
|guides = [[Guide to Research and Development]], [[Integrated Electronics|Guide to Integrated Electronics]], [[Guide to Telescience]], [[Guide to Chemistry]] | |guides = [[Guide to Research and Development]], [[Integrated Electronics|Guide to Integrated Electronics]], [[Guide to Telescience]], [[Guide to Chemistry]], [[Guide to Modular Weaponry]] | ||
}} | }} | ||
The '''Scientist''' is one of the most feared and fun jobs on | The '''Scientist''' is one of the most feared and fun jobs on ship. Being a scientist means you can make and test a large number of tools and gadgets through research, dig up alien civilisations, or study dangerous alien life forms. | ||
==The Laboratories== | ==The Laboratories== | ||
====Research & Development==== | ====Research & Development==== | ||
The Research and Development lab (RnD for short) is likely going to be your main working place, if you are not a specialized job such as [[Roboticist]] or [[Xenobiologist]]. It is where you can conduct research, and it links to the smaller labs such as the [[Guide to Chemistry|Chemistry Lab]], [[Integrated Electronics|Circuitry lab]] and the [[Guide to Telescience|Telescience lab]]. It allows you to print off circuits, items, and use the [[Guide to Research and Development#Deconstruction|Destructive Analyzer]] to advance Research Levels by deconstructing items with higher or matching levels. Your duties consist of handling upgrading the levels to the highest point you can, then conducting research with things like chemistry, toxins and telescience. Other pass times can include things such as modular weaponry, and circuitry. | |||
For a more in-depth guide, see the [[Guide to Research and Development]]. | For a more in-depth guide, see the [[Guide to Research and Development]]. | ||
==== | ==== Xenoarcheology and Anomaly Study ==== | ||
Xenoarcheology consists of using various [[Xenoarcheologist#Gearing_Up|tools]] to excavate, then study artifacts, anomalies, and whatever else you carefully excavate from the asteroid. After you've found sites and excavated them, it normally falls on the Anomalist to examine them. failing that, a xenoarcheologist or anomalist can do both jobs. | |||
For more | For a more in-depth guide, see the [[Xenoarcheologist#Xenoarcheologist|Guide to Xenoarchaeology]] | ||
==== Xenobiology ==== | ==== Xenobiology ==== | ||
The Xenobiology Lab specializes in the the study of alien lifeforms, such as [[Skrell#Slimes|slimes]]. | |||
Your job consists of taking your slimes, feeding them very sad primates, and getting them to split in to more interesting slimes, then taking those, extracting cores or breeding them in to ''more'' interesting slimes. Slimes have a lot of payout, but also a lot of threat to them, as they get temperamental if they're ignored or hungry. Always make sure to watch your slimes, and feed or kill adult slimes so they don't destroy their cell then eat you. The xenobiologist is also the prime person to talk to if [[Changeling|Something]] gets loose on ship. | |||
For more information, refer to the [[Guide to Xenobiology]] | For more information, refer to the [[Guide to Xenobiology]] | ||
== Tips == | == Tips == | ||
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life. | * Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life. | ||
* Make sure to keep your magboots on as a xenoarcheologist so you don't fall, taking minor physical damage, and a lot of mental damage from your colleagues and medical staff ridiculing you for being a moron. | |||
Line 61: | Line 44: | ||
In the hands of the right player, a scientist character can become one of the most powerful traitors on board. You have access to weapons, cameras, sensor data, any chemical you would want and most of cargo goods via your huge paycheck. However, the trouble is that you need to be more than just competent with science's quite complex mechanics to truly unleash your destructive potential. A good scientist is truly a force to be reckoned with - imagine teleporting any unlucky souls with maxed sensors to yourself to hold them hostage, creating a personal medibot that works out of your pocket, or destroying security at your barricaded doors with a turret that shoots bolts setting people on fire. Good luck! | In the hands of the right player, a scientist character can become one of the most powerful traitors on board. You have access to weapons, cameras, sensor data, any chemical you would want and most of cargo goods via your huge paycheck. However, the trouble is that you need to be more than just competent with science's quite complex mechanics to truly unleash your destructive potential. A good scientist is truly a force to be reckoned with - imagine teleporting any unlucky souls with maxed sensors to yourself to hold them hostage, creating a personal medibot that works out of your pocket, or destroying security at your barricaded doors with a turret that shoots bolts setting people on fire. Good luck! | ||
You have a stunbaton at Anomalous Materials that not many people expect you to have. Getting yourself a pair of basic force gloves is also pretty handy - while they don't boost your damage like the uplink ones do, they can easily disable a target by sending them flying several tiles away. While you don't have proper maintenance access, you can traverse some parts of it from the maintenance door at your chemistry lab. | You have a stunbaton at Anomalous Materials that not many people expect you to have. Getting yourself a pair of basic force gloves is also pretty handy - while they don't boost your damage like the uplink ones do, they can easily disable a target by sending them flying several tiles away. Security also will not bat an eyelid most of the time if science has some [[Uplink|weird technology]] in the laboratory. While you don't have proper maintenance access, you can traverse some parts of it from the maintenance door at your chemistry lab. | ||
== Lab Assistant == | == Lab Assistant == | ||
{{JobPageHeader | {{JobPageHeader | ||
|headerbgcolor = | |headerbgcolor = #e0b0ff | ||
|headerfontcolor = black | |headerfontcolor = black | ||
|stafftype = RESEARCH | |stafftype = RESEARCH | ||
|imagebgcolor = # | |imagebgcolor = #E078FF | ||
|img = Scientist.png | |img = Scientist-nbt.png | ||
|jobtitle = Lab Assistant | |jobtitle = Lab Assistant | ||
|access = [[Research Division]] | |access = [[Job_Guides#Research|Research Division]] | ||
|difficulty = Easy | |difficulty = Easy | ||
|qualifications = At least 18 years of age, passed a Lab Safety course OR currently undergoing study in any applicable field. | |qualifications = At least 18 years of age, passed a Lab Safety course OR currently undergoing study in any applicable field. | ||
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] | |education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran'mir Academy of Scientific Pursuits|Miran'mir Academy of Scientific Pursuits]] | ||
|superior = [[Research Director]], all of Research | |superior = [[Research Director]], all of Research | ||
|duties = Assist Scientists, try and fail to develop a thesis. | |duties = Assist Scientists, try and fail to develop a thesis. | ||
|guides = [[Guide to Research and Development | |guides = [[Guide to Research and Development]], [[Guide to Xenobiology]], [[Guide_to_Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]] | ||
}} | }} | ||
As a Lab Assistant, you are expected to know next to nothing. This is the learners' role of Science. You can advance to Scientist by meeting all of the requirements (Beware being too underaged for this reason). Established characters shouldn't jump into this position outside of very unique circumstances (such as getting demoted) or staff approval. | As a Lab Assistant, you are expected to know next to nothing. This is the learners' role of Science. You can advance to Scientist by meeting all of the requirements (Beware being too underaged for this reason). Established characters shouldn't jump into this position outside of very unique circumstances (such as getting demoted) or staff approval. | ||
{{ | |||
{{Guides}} | |||
{{Jobs}} | {{Jobs}} | ||
[[Category: Jobs]] | [[Category: Jobs]] | ||
[[Category: Research]] | [[Category: Research]] |
Latest revision as of 09:08, 15 October 2023
RESEARCH STAFF | |
Scientist |
Access: Research Division Qualifications: At least 30 years of age, PhD from accredited university in applicable field. Employers: Zeng-Hu Pharmaceuticals, Nanotrasen, Zavodskoi Interstellar Supervisors: Research Director Duties: Do experiments, research, ranch slimes. Guides: Guide to Research and Development, Guide to Integrated Electronics, Guide to Telescience, Guide to Chemistry, Guide to Modular Weaponry |
The Scientist is one of the most feared and fun jobs on ship. Being a scientist means you can make and test a large number of tools and gadgets through research, dig up alien civilisations, or study dangerous alien life forms.
The Laboratories
Research & Development
The Research and Development lab (RnD for short) is likely going to be your main working place, if you are not a specialized job such as Roboticist or Xenobiologist. It is where you can conduct research, and it links to the smaller labs such as the Chemistry Lab, Circuitry lab and the Telescience lab. It allows you to print off circuits, items, and use the Destructive Analyzer to advance Research Levels by deconstructing items with higher or matching levels. Your duties consist of handling upgrading the levels to the highest point you can, then conducting research with things like chemistry, toxins and telescience. Other pass times can include things such as modular weaponry, and circuitry.
For a more in-depth guide, see the Guide to Research and Development.
Xenoarcheology and Anomaly Study
Xenoarcheology consists of using various tools to excavate, then study artifacts, anomalies, and whatever else you carefully excavate from the asteroid. After you've found sites and excavated them, it normally falls on the Anomalist to examine them. failing that, a xenoarcheologist or anomalist can do both jobs.
For a more in-depth guide, see the Guide to Xenoarchaeology
Xenobiology
The Xenobiology Lab specializes in the the study of alien lifeforms, such as slimes.
Your job consists of taking your slimes, feeding them very sad primates, and getting them to split in to more interesting slimes, then taking those, extracting cores or breeding them in to more interesting slimes. Slimes have a lot of payout, but also a lot of threat to them, as they get temperamental if they're ignored or hungry. Always make sure to watch your slimes, and feed or kill adult slimes so they don't destroy their cell then eat you. The xenobiologist is also the prime person to talk to if Something gets loose on ship.
For more information, refer to the Guide to Xenobiology
Tips
- Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.
- Make sure to keep your magboots on as a xenoarcheologist so you don't fall, taking minor physical damage, and a lot of mental damage from your colleagues and medical staff ridiculing you for being a moron.
Traitoring
In the hands of the right player, a scientist character can become one of the most powerful traitors on board. You have access to weapons, cameras, sensor data, any chemical you would want and most of cargo goods via your huge paycheck. However, the trouble is that you need to be more than just competent with science's quite complex mechanics to truly unleash your destructive potential. A good scientist is truly a force to be reckoned with - imagine teleporting any unlucky souls with maxed sensors to yourself to hold them hostage, creating a personal medibot that works out of your pocket, or destroying security at your barricaded doors with a turret that shoots bolts setting people on fire. Good luck!
You have a stunbaton at Anomalous Materials that not many people expect you to have. Getting yourself a pair of basic force gloves is also pretty handy - while they don't boost your damage like the uplink ones do, they can easily disable a target by sending them flying several tiles away. Security also will not bat an eyelid most of the time if science has some weird technology in the laboratory. While you don't have proper maintenance access, you can traverse some parts of it from the maintenance door at your chemistry lab.
Lab Assistant
RESEARCH STAFF | |
Lab Assistant |
Access: Research Division Qualifications: At least 18 years of age, passed a Lab Safety course OR currently undergoing study in any applicable field. Employers: Not defined Supervisors: Research Director, all of Research Duties: Assist Scientists, try and fail to develop a thesis. Guides: Guide to Research and Development, Guide to Xenobiology, Guide to Xenoarchaeology, Guide to Xenobotany |
As a Lab Assistant, you are expected to know next to nothing. This is the learners' role of Science. You can advance to Scientist by meeting all of the requirements (Beware being too underaged for this reason). Established characters shouldn't jump into this position outside of very unique circumstances (such as getting demoted) or staff approval.
Jobs on Aurora
| |
Command | Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager |
Command Support | Corporate Liaison - Consular Officer - Bridge Crewman |
Security | Security Officer - Warden - Investigator - Security Cadet |
Engineering | Engineer - Atmospheric Technician - Engineering Apprentice |
Medical | Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern |
Research | Scientist - Xenobiologist - Xenobotanist - Lab Assistant |
Operations | Hangar Technician - Shaft Miner - Machinist |
Service | Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter |
Non-human | AI - Cyborg - Personal AI |
Special | Merchant - Ghost Roles |