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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = lightblue
|colour = B17FE0
|headerfontcolor = black
|hcolour = white
|stafftype = RESEARCH
|stafftype = RESEARCH
|imagebgcolor = #eeeeff
|img = Generic_scientist.png
|img_generic = Generic_Scientist.png
|img = Scientist.png
|jobtitle = Scientist
|jobtitle = Scientist
|access = [[Research Division]]
|access = Research Division
|difficulty = Medium
|difficulty = Medium
|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]], [[Guide to Toxins]];[[Guide to telescience|Guide to Telescience]], [[Guide To Xenoarchaeology]]
|guides = [[Guide to Research and Development]], [[Guide to Xenobiology]], [[Guide to the E.X.P.E.R.I-MENTOR]], [[Guide to Toxins]], [[Guide to Chemical Research]], [[Guide to Chemistry]], [[Guide to Advanced Construction]], [[Research Items]], [[Anomalies]], [[RnD breakdown list]]
}}
}}<div style="float: right;">{{JobScience}}</div>
Being a 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.


Being a '''Scientist''' (Or rather a '''Xenoarcheologist''', '''Anomalist''', '''Plasma Researcher''', '''[[Xenobiologist]]''', or '''Chemical Researcher''') 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'''. '''Your radio key is 'n''''
==Required Knowledge==
==Required Knowledge==


For Standard Operating Procedure for this role and other science roles, please see [[Standard_Operating_Procedure_(Science)#Scientist|Standard Operating Procedure (Science)]].
For Standard Operating Procedure for this role and other science roles, please see [[Standard Operating Procedure (Science)#Scientist|Standard Operating Procedure (Science)]].


==The Laboratories==
==The Laboratories==
====Research & Development====
====Research & Development====
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.
This lab houses the development of hi-tech devices including weapons, batteries, machine components, 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. A good strategy for research is to stick everything you find into the analyzer. After all, it's science, huh?


Many items produced from the protolathe cannot be deconstructed in the destructive analyzer, because they are not reliable enough. For example, a super-capacity power cell from the protolathe can't be deconstructed, but the same item from robotics' fabricator can be.
Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels. A good strategy for research is to stick everything you find (You do have permission to destroy it, right?!) into the destructive analyzer. After all, it's science, huh?


<s>Your research efforts will cap at a certain point without minerals from mining.</s> It's actually possible to max research without any help from the miners. It's useless though, since you won't be able to make any of the good stuff without those materials. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.
To research new technologies and create new tools you will require a steady supply of minerals from mining. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the materials you need.


==== Toxins Research ====
==== Toxins Research ====
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.
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 plasma floods, plasma fires and violent explosions that take away people's hopes and dreams as well as their lives. Exploding yourself with a bomb you just made after many failed attempts is actually not shameful, but a victory for science, and a path that every aspiring plasma researcher must take.
Bomb-making is not all that easy though, as the Toxins Research Lab is prone to plasma floods, plasma fires and explosions that take away people's hopes and dreams as well as their lives. Exploding yourself with a bomb you just made after many failed attempts is not shameful, but a victory for science, and a path that every aspiring plasma researcher must take.


==== Telescience ====
==== Chemical lab ====
Zip-zap stuff through space, time and other dimensions. Many telescientists are kleptomaniacs who often end a round with the captain's locker, red space suits, the gygax from the armory, the nuke and much more in their laboratory. If you do this, homever, expect to be brutally lynched and spaced by the people you stole from.


A legitimate and very helpful use for telescience is to build a crew monitoring computer in your lab, teleport in dying/dead people and send them to medbay in a whiff.
Often called [[SciChem]], it is the only place besides the [[MedChem]] lab that contains a chem dispenser. Although its main purpose is chemical research, it is often used for, researching animals(meaning killing them with plasma mercilessly), radiation research, and many more sinister and not-so-sinister things.


[[File:Telescience.png]]
==== Xenobiology ====
This lab is used for breeding various kinds of slimes, brutally murdering them for their precious extracts, <s>And inevitably releasing them by accident, killing half the station</s>


===The Research Station===


There is also a shuttle in the research wing that will allow you to travel to a nearby asteroid. There, you can suit up for excavation and conduct digs to try and find old treasures. Who knows what you can find! When you've discovered something, there are several workstations where you can test your finds for any anomalies and see if they have any practical uses.
==Making Grenades==


==Making Grenades==
As a scientist, you are pretty much the only person with the option of making lethal grenades and getting away with it. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use: medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planned, but that's just how science goes. Keep in mind, making and using grenades that could harm others on-station will get you brigged in the least and can be considered breaking the game rules. See [[Guide to Chemical Research]]


As a scientist, you are pretty much the only person with the option of making grenades. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that's just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and can be considered breaking the game rules.
== Job Tasks ==
Additionally, certain tasks will reward the player with credits for completing them.


==== Building Grenades 101 ====
No extra work is required, the fulfilment of these tasks will reward the player with the stated credit bonus in their next paycheck.
#Use some cable coil in the grenade case to wire it.
#Add your beakers of chemicals.
#Screwdriver the case to lock it.
Activate it in hand to prime the grenade, the game will automatically put you into throw mode.


==== Deconstructing A Locked Grenade ====
'''Utilize the facilities on this research installation to increase half the station's research levels above level 2, have cargo ship the research to centcomm in crates.'''
* $150 on completion
* Paid to RD and all scientists.


#Use a wirecutter on the grenade.
== Intern Duty ==
#Use a wrench to deconstruct it and eject the beakers.
You are provided a Guest Pass Terminal in Research and Development. If a crewmember shows an interest in a specific field or the department as a whole, you can print the crewmember a 30-minute guest pass, with access of your choice, and teach them the wonders of Science!


== Useful Tips ==
== Useful 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.'''''
*It's a good idea to keep a fully filled oxygen tank on yourself, more so than any other job. Whether it's gonna be a harmful gas flood, a hull breach your colleague just made, or something else, you are always at risk.
*'''''Don't use the bombs outside of the areas meant for it like the toxin test range, you can use explosives as an antagonist but make sure to read the server rules pertaining to their responsible use [https://www.paradisestation.org/rules/ Here.]'''''
*Research. It cannot be said enough times. Research. Research is beneficial to everyone: you can upgrade machines (cloners, fabricators autolathes, etc.) with more advanced parts, you can arm security almost better than CentComm could and much more!
*It's a good idea to keep a filled oxygen tank on yourself, more so than any other job. Whether it's gonna be a harmful gas flood, a hull breach your colleague just made, or something else, you are always at risk.
*Don't get a teleboner. Everyone despises people who act like douches with telescience without any particular reason. This includes random teleportations of crewmembers, theft, freeing of prisoners, you name it.
*Research. It cannot be said enough times. Research. Research is beneficial to everyone: you can upgrade machines (cloners, fabricators, autolathes, etc.) with more advanced parts, you can arm security almost better than CentComm could and much more!
*You don't particularly ''need'' a toolbelt, but it's useful in case anything goes wrong.
*You don't particularly ''need'' a tool belt, but it's useful in case anything goes wrong.
*DO NOT make weapons for yourself. A stun revolver is alright for self-defense, but do not wave it in front of security personnel. Though lockboxes were recently re-introduced, making this a pointless tip.
*Co-operate with robotics. Research their mech circuits and advanced power cells, and get stuff you can deconstruct in return. When you get materials from mining, be kind, and share.
*Co-operate with robotics. Research their mech circuits and advanced power cells, and get stuff you can deconstruct in return. When you get materials from mining, be kind, and share.
*If you do xenoarcheology, turn your suit sensors to maximum and speak in the science channel regularly. This was you have a chance to be revived when you eventually touch a death-artifact.
*It's kind of obvious, but don't bring harmful artifacts to the station. Especially not those that generate plasma on touch. Or the statuettes. Oh god, the statuettes.
*The chemical dispenser on the outpost no longer needs to be repaired. It's now fully functional by default - this adds another dimension to the already wide range of opportunities of both non-traitor and traitor scientists.  


== Traitoring ==
== Mad Science [[File:Swordred.gif]] ==
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 for interesting weapons as well.
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 spacesuit for those 'accidents'. Protolathed objects and slime cores can make for interesting weapons as well.


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!
{{JobsTable}}


{{Jobs}}
[[Category:Jobs]]
[[Category: Jobs]]

Latest revision as of 11:05, 26 April 2024

RESEARCH

Being a Scientist (Or rather a Xenoarcheologist, Anomalist, Plasma Researcher, Xenobiologist, or Chemical Researcher) 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. Your radio key is 'n'

Required Knowledge

For Standard Operating Procedure for this role and other science roles, please see Standard Operating Procedure (Science).

The Laboratories

Research & Development

This lab houses the development of hi-tech devices including weapons, batteries, machine components, 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. A good strategy for research is to stick everything you find (You do have permission to destroy it, right?!) into the destructive analyzer. After all, it's science, huh?

To research new technologies and create new tools you will require a steady supply of minerals from mining. Co-ordinate with the Quartermaster or the Shaft Miners themselves to get the materials you need.

Toxins Research

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 prone to plasma floods, plasma fires and explosions that take away people's hopes and dreams as well as their lives. Exploding yourself with a bomb you just made after many failed attempts is not shameful, but a victory for science, and a path that every aspiring plasma researcher must take.

Chemical lab

Often called SciChem, it is the only place besides the MedChem lab that contains a chem dispenser. Although its main purpose is chemical research, it is often used for, researching animals(meaning killing them with plasma mercilessly), radiation research, and many more sinister and not-so-sinister things.

Xenobiology

This lab is used for breeding various kinds of slimes, brutally murdering them for their precious extracts, And inevitably releasing them by accident, killing half the station


Making Grenades

As a scientist, you are pretty much the only person with the option of making lethal grenades and getting away with it. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use: medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planned, but that's just how science goes. Keep in mind, making and using grenades that could harm others on-station will get you brigged in the least and can be considered breaking the game rules. See Guide to Chemical Research

Job Tasks

Additionally, certain tasks will reward the player with credits for completing them.

No extra work is required, the fulfilment of these tasks will reward the player with the stated credit bonus in their next paycheck.

Utilize the facilities on this research installation to increase half the station's research levels above level 2, have cargo ship the research to centcomm in crates.

  • $150 on completion
  • Paid to RD and all scientists.

Intern Duty

You are provided a Guest Pass Terminal in Research and Development. If a crewmember shows an interest in a specific field or the department as a whole, you can print the crewmember a 30-minute guest pass, with access of your choice, and teach them the wonders of Science!

Useful Tips

  • Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.
  • Don't use the bombs outside of the areas meant for it like the toxin test range, you can use explosives as an antagonist but make sure to read the server rules pertaining to their responsible use Here.
  • It's a good idea to keep a filled oxygen tank on yourself, more so than any other job. Whether it's gonna be a harmful gas flood, a hull breach your colleague just made, or something else, you are always at risk.
  • Research. It cannot be said enough times. Research. Research is beneficial to everyone: you can upgrade machines (cloners, fabricators, autolathes, etc.) with more advanced parts, you can arm security almost better than CentComm could and much more!
  • You don't particularly need a tool belt, but it's useful in case anything goes wrong.
  • Co-operate with robotics. Research their mech circuits and advanced power cells, and get stuff you can deconstruct in return. When you get materials from mining, be kind, and share.

Mad Science Swordred.gif

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 spacesuit for those 'accidents'. Protolathed objects and slime cores can make for interesting weapons as well.

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