Difference between revisions of "Scientist"

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== 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. 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 ==
== Lab Assistant ==
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|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide_to_Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]]
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide_to_Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]]
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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 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.
{{Research}}
{{Research}}
{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]
[[Category: Research]]
[[Category: Research]]

Revision as of 10:05, 2 January 2019

This section or article is a Work in Progress.
Assigned to: VTCobaltblood

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to complain on the forums or try summoning another staff member.

RESEARCH STAFF
Scientist
Scientist
Access: Research Division
Qualifications: At least 25 years of age, PhD from accredited university in applicable field.
Employers: Not defined
Supervisors: Research Director
Duties: Do experiments, research, and make bombs.
Guides: Guide to Research and Development, Guide to Integrated Electronics, Guide to Telescience, Guide to Chemistry

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 Laboratories

Research & Development

This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.

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 Miners themselves to get the minerals you need.

For a more in-depth guide, see the Guide to Research and Development.

Toxins Research

Toxins Mixing is where you spawn.

This lab focuses on exploring the possibilities of phoron 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 phoron, fire, phoron that's on fire, or even phoron 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

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.

For more information, refer to the Guide to Xenoarchaeology

Xenobiology

This laboratory specializes in the the study of alien lifeforms, such as slimes and sometimes xenomorphs.

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.

For more information, refer to the Guide to Xenobiology

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.


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. 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 Toxins, 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.

Research Department
Head of department Research Director
Personnel Scientist - Xenobiologist - Xenoarcheologist - Roboticist
Useful guides Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Integrated Electronics - Guide to Telescience - Guide to Modular Weaponry
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