Difference between revisions of "Scientist"

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(Largely overhauled the scientist page, linking to pages more often, and listing a better job description for everything. Also culled the previous assigned person)
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{{JobPageHeader
{{JobPageHeader
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|superior = [[Research Director]]
|superior = [[Research Director]]
|duties = Do experiments, research, and make bombs.
|duties = Do experiments, research, and make bombs.
|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 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 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.
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====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]] and the [[Integrated Electronics|Circuitry 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 using items you acquire or create to conduct whatever dark and or twisted research you can think of. In your spare time you can also do things such as upgrade machinery and do 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 ====
==== Toxins Research ====
Toxins Mixing is where you spawn.
The Toxins Lab (Toxins for short) is where you will spend plenty of time if you are a [[Phoron Researcher]]. It allows you to take various gases and mix them to create powerful bombs, for use '''Anywhere other than the station, if you are not a [[traitor]]'''. Your lab consists of the Testing range, Testing chamber, Gas storage, and various minor things. Your job consists of using said gasses and testing chamber to create bombs to be tested in the testing range, then used as, well Bombs.  
 
This lab focuses on exploring the possibilities of phoron gas, typically in the form of massive explosions. Also provided to you is the [[Phoron_Researcher#Testing_Your_Creations|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.
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. It is fun yet very tiring to be a phoron researcher.  


For more information, refer to the [[Guide to Toxins]].
For a more in-depth guide, see the [[Guide to Toxins]].


==== Xenoarcheology and Anomaly study ====
==== 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.
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 information, refer to the [[Xenoarcheologist#Xenoarcheologist|Guide to Xenoarchaeology]]
For a more in-depth guide, see the [[Xenoarcheologist#Xenoarcheologist|Guide to Xenoarchaeology]]


==== Xenobiology ====
==== Xenobiology ====
This laboratory specializes in the the study of alien lifeforms, such as [[Skrell#Slimes|slime]]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 station.


For more information, refer to the [[Guide to Xenobiology]]
For more information, refer to the [[Guide to Xenobiology]]
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== Tips ==
== Tips ==
*'''''Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.'''''
*'''''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 Tajara will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.
* Always warn the station before your detonate a bomb. Your resident Vaurca will be less likely to bite your head off 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.
* 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!
* 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.




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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 ==

Revision as of 10:07, 11 October 2020

This section or article is a Work in Progress.
Assigned to: None

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 30 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, 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 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 and the Circuitry 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 using items you acquire or create to conduct whatever dark and or twisted research you can think of. In your spare time you can also do things such as upgrade machinery and do circuitry.

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

Toxins Research

The Toxins Lab (Toxins for short) is where you will spend plenty of time if you are a Phoron Researcher. It allows you to take various gases and mix them to create powerful bombs, for use Anywhere other than the station, if you are not a traitor. Your lab consists of the Testing range, Testing chamber, Gas storage, and various minor things. Your job consists of using said gasses and testing chamber to create bombs to be tested in the testing range, then used as, well 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. It is fun yet very tiring to be a phoron researcher.

For a more in-depth guide, see the Guide to Toxins.

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 station.

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 Vaurca will be less likely to bite your head off 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.
  • 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 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 - First Responder - 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