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|stafftype = Medical
|stafftype = Medical
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = TGMC_researcher.png
|img_generic = TGMCResearcher.png
|jobtitle = Medical Researcher
|jobtitle = Medical Researcher
|access = Research, Medbay
|access = Research, Medbay
|difficulty = Medium
|difficulty = Easy
|Rank = N/A
|Rank = N/A
|Class = Corporate Civilian
|Class = Corporate Civilian
|superior = Nanotrasen
|superior = Nanotrasen
|duties = Research xenomorphs while help marines get req points. Cultivate and grow xenomorphs in the research pens.
|duties = Probe dig sites groundside using your excavation tool and special minimap with the sites marked. Mildly med marines. Perform TAD surgery and cry when you give everyone necrosis.
|guides = [[TGMC:Guide_to_research|Guide to Research]], [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Guide to chemistry|Guide to Chemistry]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC: Paperwork|Guide to Paperwork]]
|guides = [[TGMC:Guide_to_research|Guide to Research]], [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Guide to chemistry|Guide to Chemistry]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC: Paperwork|Guide to Paperwork]]
|quote = "I JUST SCAN 30 XENOMORPHS, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"
|quote = "I JUST EXCAVATED 30 SITES, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"
}}
}}


==Overview==
==Overview==
You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corpo overlords at Nanotrasen, your primary job is to scan and sell things. Since you are also a medical provider and be with the marines in deployments, you are also expected to heal marines.


GREAT THINGS COMES TO PEOPLE THAT HAVE PATIENCE!
You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corporate overlords at Nanotrasen, your primary job is to excavate digsites for rare materials. Since you are also a medical provider and can be with the marines in deployments, you are also (loosely) expected to heal marines.


==The Requisition Pipeline==
GREAT THINGS COME TO PEOPLE THAT HAVE PATIENCE!
{{TGMC-Skills
|job=Medical Researcher
|premsg=You're a decent surgeon, great splinter, and have the unique capacity to find digsites. However, you have penalties in CQC and melee usage, along with firearm usage.
|cqc=-1
|police=0
|melee=-1
|medical=4
|surgery=3
|engineering
|construction
|firearms
|powerloader
|lead=0
|sg
}}
 
==Duties==
 
As a Medical Researcher, you have similar skills to a Medical Doctor, but a very different set of responsibilities. You're employed for mostly for research, though much of this research will involve rolling around with marines who ''will'' need to be healed.
 
''Traditional'' wisdom might lead many players to scream at you to remain shipside in the event of there being no doctors aboard. Most of them probably don't get that your surgery skill is more than sufficient enough to handle field surgery planetside with a little bit of preparation, know-how and the right reagents backing you up. This is a frequently overlooked strength of the researcher role, especially since you'll be spending so much time on the ground and around the ungaball. Private Bald got hugged and every corpsman's medevac is on cooldown? If you brought a roller bed, some surgery tools and some antibiotic reagents with you, you're the fix to that particular problem now. '''Do not let yourself be forced to stay shipside if you don't want to be.'''
 
Consider equipping yourself out as a lightly-armored marine would, with surgery tools and an assortment of strong medicines to keep you and your bald-headed escorts healthy. You also start with a bottle of lemoline, which you can (and should!) use to make some [[TGMC:Guide_to_chemistry|top-tier healing medicines]] before you deploy. A good example of this is something like Somolent, which couples well with your surgery skills to let you heal huge amounts of brute and burn damage on someone while you're operating on them. Many of the lemoline-requiring chemicals are well worth the effort to make, and you even have the access to raid medbay for many of the precursors if you're observant or curious enough to find out where.


https://github.com/tgstation/TerraGov-Marine-Corps/pulls?q=is%3Apr+research+
==Claim Jumping==
If you're not content sitting safely behind barricades, your excavation tool has the perfect solution for you: wander out into the darkness and <s>die horribly to a single Young Runner because your combat skills are awful</s> dig up your own research material! You'll need an entire empty satchel to carry everything back at once, so carry extra storage along on the way over. It's also best to bring a friend since your combat skills aren't great.


Well, maybe not quite. As a medical researcher, you have all the skills a medical officer has(minus guns), and none of the mandated responsibilities. Your allegiance is with Nanotrasen, not the TGMC after all, so no one should fault you if you refuse to heal marines, since that isn't expressly your job, though people ''will'' need to be healed, and if you're the only doctor onboard, you're going to have to be the doctor everyone needs, ''be it at gunpoint or not''.
This is a four-step process, more thoroughly detailed in the [[TGMC:Guide to Research|Guide to Research]], but in-depth knowledge isn't needed to do the job as efficiently as possible.


But say that you aren't the only doctor awake, and there's more than enough doctors and corpsmen to meet the medical needs of the platoon. Then, you can go around and roleplay! be it a mad doctor hopped up on space drugs, or a military school dropout, you're a civilian, so you can just do whatever.
# Find a digsite using your map. Green digsites are common materials sites that will give tier 1 xenomorph materials. Gold digsites are rare digsites that will give mysterious substances with better rewards. '''Be warned: xenomorphs can see the location of digsites as of recent updates, and some may patrol or set up fortifications on them. You will probably die if you go out on your own. Requisitions may have some gear to help you handle this solo (like the scout/sniper cloaks), but they're expensive.'''
# Stand within three tiles of the site spot and use your excavator (activate it using your special action key). This takes a few seconds. A xenomorph chunk or mysterious orb will pop out on the ground.
# Throw the chunk in the research console tube. Using the research console again will pop up a menu that will show you potential rewards and probabilities. There's nothing else to do with the materials, so analyze away! You can unlock the console and drag it around - you can also stuff it into a crate if you need to drag it aboard something like an APC or haul it around with other supplies.
# Use whatever reward you get. You'll always find credits, which can be sold through the ASRS pad or in Requisitions on the ship, but there's also a decent chance of getting unique implants with questionable combat effectiveness. Keep in mind that these implants can be pulled out by clueless Corpsmen poking around with their tweezers.


A popular gimmick is to go groundside looking for alien eggs to hatch in the containment cell. Though because capture gameplay is now mechanically discouraged/functionally dead, you might not get much luck doing so. Though that fax machine in you office is looking pretty dusty, maybe you should use it?(note: the Sulaco's research section does not have a fax machine yet) As an employee of Nanotrasen, you can always ask them via the fax machine for basically whatever. Though don't expect them to always accept the request. They(admins) are still charged with keeping game balance, so anything they might deem balance-breaking is most certainly off the catalogue, per se. So don't expect to get that M19C4 Pulse Rifle you asked for a hundred times for "ballistics testing".
If you can't muster up an escort to take you out to a digsite (and this will be about 99% of the time), stick with the corpsmen following the ungaball and pray the push goes somewhere near where you want to be. When it inevitably doesn't, consider yourself a corpsman++ - your increased medical skill means you defib better and at higher thresholds and splint ''significantly'' faster than they do. You can defibrillate a shocking number of people back into life with absolutely no medkit use with your enhanced skill levels, so make sure to know and abuse this fact often and well.


If you do manage to get a xeno egg, you can try hatching it for fun. The containment cell area is usually stocked with a monkey cube box, that can give you monkeys as (un)willing hosts for the huggers. Simply throw the monkey down on the floor and spray it with the provided fire extinguisher. Once the larva bursts out of the monkey, an Adimn has the ability to change the hive its assigned to. This is how corrupted(green) xenos are born. Though due to balance problems with Xeno vs Xeno gameplay, some admins may not want to corrupt them. Either that, or they're busy dealing with other stuff.
==Defending Yourself==
As a civilian role, your firearms training is absolutely woeful. Most guns will have huge amounts of screenshake. You can still use them, but expect them to be a problem.


If they do end up being corrupted by the grace of the gods, have it become a shrike so you can make more! you ''do'' have 5 monke cubes, after all. Most research facilities are lined with anti-psychic linings though, which may disallow the xeno to evolve to a shrike. In this case, the xeno needs to move to a place that's not ESP-proof, like the hallway outside for example. Though make sure a passing marine doesn't end up shooting the xeno while doing this. Once they become a shrike, they can lay eggs, which can impregnate the rest of the provided monkeys. The larvas that burst should be corrupted as well, though they won't be green(or have the ability to speak Galactic Common) until they evolve. Best case scenario, you have an army of 5 friendly xenos ready to kick ass with the rest of the ungas. Worst case scenario, they get massacred by marines with tunnel vision. An admin may also reduce your total xeno yield by 1 by gibbing or otherwise aborting one of your monkeys though(because aforementioned balance reasons).
Shotguns are a decent choice because of this, especially since you'll be spending a fair bit of time wandering around mazes getting to digsites, or shooting at runners sneaking at the flank of the frontlines for the people scraping dead marines off the ground. It's good practice not to carry ''too'' much ammo with you - you shouldn't be using much, and between the medical supplies you'll invariably need to carry, the equipment for digsites and space for any samples you want to bring back, your storage space is going to be at a ''serious'' premium.


And that's basically it. A doctor with fax access and freedom to do whatever. Perhaps one day, the role will get more nuance. But for now, feel free to make your own fun(within the rules, of course).
Particularly insane researchers may want to roll Harvester weapons with the Vali chemical system, especially since they get fairly easy access to many of the advanced chemicals that make the combination really punch above its weight.
<br><br>
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Latest revision as of 13:02, 18 June 2024

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Medical

Medical Researcher
Access: Research, Medbay
Difficulty: Easy
Rank: N/A
Class: Corporate Civilian
Supervisors: Nanotrasen
Duties: Probe dig sites groundside using your excavation tool and special minimap with the sites marked. Mildly med marines. Perform TAD surgery and cry when you give everyone necrosis.
Guides: Guide to Research, Guide to Medicine, Guide to Chemistry, Guide to Surgery, Guide to Paperwork
Quote:"I JUST EXCAVATED 30 SITES, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"


Overview

You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corporate overlords at Nanotrasen, your primary job is to excavate digsites for rare materials. Since you are also a medical provider and can be with the marines in deployments, you are also (loosely) expected to heal marines.

GREAT THINGS COME TO PEOPLE THAT HAVE PATIENCE!

More information about skills
Medical Researcher Skills
Medical
4/5
Surgery
3/5
Engineering
0/5
Construction
0/5
Police
0/2
Powerloader
0/4
Leadership
0/4
CQC
-1
Smartgun
-4
Melee
-1
Firearms
0
Stamina
0


Duties

As a Medical Researcher, you have similar skills to a Medical Doctor, but a very different set of responsibilities. You're employed for mostly for research, though much of this research will involve rolling around with marines who will need to be healed.

Traditional wisdom might lead many players to scream at you to remain shipside in the event of there being no doctors aboard. Most of them probably don't get that your surgery skill is more than sufficient enough to handle field surgery planetside with a little bit of preparation, know-how and the right reagents backing you up. This is a frequently overlooked strength of the researcher role, especially since you'll be spending so much time on the ground and around the ungaball. Private Bald got hugged and every corpsman's medevac is on cooldown? If you brought a roller bed, some surgery tools and some antibiotic reagents with you, you're the fix to that particular problem now. Do not let yourself be forced to stay shipside if you don't want to be.

Consider equipping yourself out as a lightly-armored marine would, with surgery tools and an assortment of strong medicines to keep you and your bald-headed escorts healthy. You also start with a bottle of lemoline, which you can (and should!) use to make some top-tier healing medicines before you deploy. A good example of this is something like Somolent, which couples well with your surgery skills to let you heal huge amounts of brute and burn damage on someone while you're operating on them. Many of the lemoline-requiring chemicals are well worth the effort to make, and you even have the access to raid medbay for many of the precursors if you're observant or curious enough to find out where.

Claim Jumping

If you're not content sitting safely behind barricades, your excavation tool has the perfect solution for you: wander out into the darkness and die horribly to a single Young Runner because your combat skills are awful dig up your own research material! You'll need an entire empty satchel to carry everything back at once, so carry extra storage along on the way over. It's also best to bring a friend since your combat skills aren't great.

This is a four-step process, more thoroughly detailed in the Guide to Research, but in-depth knowledge isn't needed to do the job as efficiently as possible.

  1. Find a digsite using your map. Green digsites are common materials sites that will give tier 1 xenomorph materials. Gold digsites are rare digsites that will give mysterious substances with better rewards. Be warned: xenomorphs can see the location of digsites as of recent updates, and some may patrol or set up fortifications on them. You will probably die if you go out on your own. Requisitions may have some gear to help you handle this solo (like the scout/sniper cloaks), but they're expensive.
  2. Stand within three tiles of the site spot and use your excavator (activate it using your special action key). This takes a few seconds. A xenomorph chunk or mysterious orb will pop out on the ground.
  3. Throw the chunk in the research console tube. Using the research console again will pop up a menu that will show you potential rewards and probabilities. There's nothing else to do with the materials, so analyze away! You can unlock the console and drag it around - you can also stuff it into a crate if you need to drag it aboard something like an APC or haul it around with other supplies.
  4. Use whatever reward you get. You'll always find credits, which can be sold through the ASRS pad or in Requisitions on the ship, but there's also a decent chance of getting unique implants with questionable combat effectiveness. Keep in mind that these implants can be pulled out by clueless Corpsmen poking around with their tweezers.

If you can't muster up an escort to take you out to a digsite (and this will be about 99% of the time), stick with the corpsmen following the ungaball and pray the push goes somewhere near where you want to be. When it inevitably doesn't, consider yourself a corpsman++ - your increased medical skill means you defib better and at higher thresholds and splint significantly faster than they do. You can defibrillate a shocking number of people back into life with absolutely no medkit use with your enhanced skill levels, so make sure to know and abuse this fact often and well.

Defending Yourself

As a civilian role, your firearms training is absolutely woeful. Most guns will have huge amounts of screenshake. You can still use them, but expect them to be a problem.

Shotguns are a decent choice because of this, especially since you'll be spending a fair bit of time wandering around mazes getting to digsites, or shooting at runners sneaking at the flank of the frontlines for the people scraping dead marines off the ground. It's good practice not to carry too much ammo with you - you shouldn't be using much, and between the medical supplies you'll invariably need to carry, the equipment for digsites and space for any samples you want to bring back, your storage space is going to be at a serious premium.

Particularly insane researchers may want to roll Harvester weapons with the Vali chemical system, especially since they get fairly easy access to many of the advanced chemicals that make the combination really punch above its weight.

TGMC
Roles

TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor