Scientist

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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, and make bombs.
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.

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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