Difference between revisions of "Scientist"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = lightblue
|headerbgcolor = #e0b0ff
|headerfontcolor = black
|headerfontcolor = black
|stafftype = RESEARCH
|stafftype = RESEARCH
|imagebgcolor = #eeeeff
|imagebgcolor = #E078FF
|img = Scientist.png
|img = Scientist-nbt.png
|jobtitle = Scientist
|jobtitle = Scientist
|access = [[Research Division]]
|access = [[Job_Guides#Research|Research Division]]
|difficulty = Medium
|difficulty = Medium to Hard
|qualifications = At least 30 years of age, PhD from accredited university in applicable field.
|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, and make bombs.
|duties = Do experiments, research, ranch slimes.
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]], [[Guide to Anomalies]]
|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 station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.
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====
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.
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.
 
Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.
 
Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.


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]].


==== Toxins Research ====
==== Xenoarcheology and Anomaly Study ====
Toxins Mixing is where you spawn.
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.  
 
This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the [[Toxins Test Chamber]] (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.
 
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O. Yep, it ain't easy being a scientist.
 
For more information, refer to the [[Guide to Toxins]].
 
==== Xenoarcheology and Anomaly study ====
You can get here from the research shuttle.


This whole place is focused on finding and excavating artifacts from the asteroid, and if you're really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a [[Quartermaster]] on staff.
For a more in-depth guide, see the [[Xenoarcheologist#Xenoarcheologist|Guide to Xenoarchaeology]]
 
For more information, refer to the [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]


==== Xenobiology ====
==== Xenobiology ====
This laboratory specializes in the the study of alien lifeforms, such as [[slime]]s and sometimes [[xenomorph]]s.
The Xenobiology Lab specializes in the the study of alien lifeforms, such as [[Skrell#Slimes|slimes]].


Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it's also important to make sure adult slimes are fed enough to split, or they'll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.
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 ==
*'''''Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.'''''
* Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
* You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
* 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.




== Traitoring ==
== Traitoring ==
It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! It is recommended that you use your traitor points on things to conceal your identity, or get a space suit for those 'accidents'. Protolathed objects and slime cores can make fore interesting weapons as well.
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!


Moreover, your access to signalers unleashes a whole new world of possibility, remotely triggering weird behavior in electronic equipment, putting anyone off your track. Cameras, airlocks , protolathes, air alarms, mulebots; you name it!
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.


Xenoarcheology is also a great source for weaponry, nothing says awesome like wielding a katana and going on a killing spree, if you're lucky, you may even find a loaded alien gun!
== Lab Assistant ==
{{JobPageHeader
|headerbgcolor = #e0b0ff
|headerfontcolor = black
|stafftype = RESEARCH
|imagebgcolor = #E078FF
|img = Scientist-nbt.png
|jobtitle = Lab Assistant
|access = [[Job_Guides#Research|Research Division]]
|difficulty = Easy
|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]] - [[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
|duties = Assist Scientists, try and fail to develop a thesis.
|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.


{{Guides}}
{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]
[[Category: Research]]

Latest revision as of 09:08, 15 October 2023

RESEARCH STAFF
Scientist
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
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.

Guides of the Horizon
General Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
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Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Odyssey - Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
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