Difference between revisions of "Scientist"

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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 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.
==SOP==
===Code Green===
1.    Scientists are not permitted to bring Grenades outside of Science;
2.    Scientists are not permitted to bring Toxins Bombs outside of Science. Exception is made if the Toxins Bomb is handed to Mining, as it can be useful for mining operations;
3.    While not mandatory, it is highly recommended that Scientists give a prior warning before a Toxins Test. This must be done via the Common Communication Channel, with at least ten (10) seconds between the warning and detonation;
4.    Scientists are not permitted to use Telescience equipment to acquire objects, items or personnel they do not have access to;
5.    Scientists are, however, permitted to use Telescience equipment to recover dead personnel, provided Medical cannot reach them;
6.    Scientists must, at all times, keep live slimes and Golden Extract-based lifeforms inside Xenobiology pens, except when transporting them to new cells. Peaceful Golden Extract lifeforms may be released with the express permission of the Research Director. In addition, injecting plasma into Golden Extract is strictly forbidden;
7.    Scientists are not permitted to bring Anomalous Artifacts aboard the station without express verbal consent from the Research Director. Regular Xenoarchaeological artifacts are permitted;
8.    Scientists are not permitted to construct the Portable Wormhole Generator without express permission from the Research Director. In addition, Scientists are not to hand out Weapon Lockboxes to any non-Security or non-Command personnel without express permission from the Head of Security;
9.    Scientists are not permitted to create AI Core Boards without express permission from the Captain and/or Research Director
===Code Blue===
1.    Guidelines 3, 4, 5, 6, 7 and 9 carry over from Code Green;
2.    Scientists are permitted to bring Grenades outside of Science, but only for delivery to the Armory;
3.    Scientists are permitted to bring Toxins Bombs outside of Science, but only for delivery to the Armory. In addition, the Mining exception still applies
===Code Red===
1.    Guidelines, 3, 4, 5, 6, 7 and 9 carry over from Code Green;
2.    All Guidelines carry over from Code Blue


==The Laboratories==
==The Laboratories==

Revision as of 03:20, 7 February 2016

RESEARCH

Superiors: Research Director
Difficulty: Medium
Guides: Guide to Research and Development, Guide to Toxins;Guide to Telescience, Guide To Xenoarchaeology
Access: Research Division
Duties: Do experiments, research, and make bombs.


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.

SOP

Code Green

1. Scientists are not permitted to bring Grenades outside of Science;

2. Scientists are not permitted to bring Toxins Bombs outside of Science. Exception is made if the Toxins Bomb is handed to Mining, as it can be useful for mining operations;

3. While not mandatory, it is highly recommended that Scientists give a prior warning before a Toxins Test. This must be done via the Common Communication Channel, with at least ten (10) seconds between the warning and detonation;

4. Scientists are not permitted to use Telescience equipment to acquire objects, items or personnel they do not have access to;

5. Scientists are, however, permitted to use Telescience equipment to recover dead personnel, provided Medical cannot reach them;

6. Scientists must, at all times, keep live slimes and Golden Extract-based lifeforms inside Xenobiology pens, except when transporting them to new cells. Peaceful Golden Extract lifeforms may be released with the express permission of the Research Director. In addition, injecting plasma into Golden Extract is strictly forbidden;

7. Scientists are not permitted to bring Anomalous Artifacts aboard the station without express verbal consent from the Research Director. Regular Xenoarchaeological artifacts are permitted;

8. Scientists are not permitted to construct the Portable Wormhole Generator without express permission from the Research Director. In addition, Scientists are not to hand out Weapon Lockboxes to any non-Security or non-Command personnel without express permission from the Head of Security;

9. Scientists are not permitted to create AI Core Boards without express permission from the Captain and/or Research Director

Code Blue

1. Guidelines 3, 4, 5, 6, 7 and 9 carry over from Code Green;

2. Scientists are permitted to bring Grenades outside of Science, but only for delivery to the Armory;

3. Scientists are permitted to bring Toxins Bombs outside of Science, but only for delivery to the Armory. In addition, the Mining exception still applies

Code Red

1. Guidelines, 3, 4, 5, 6, 7 and 9 carry over from Code Green;

2. All Guidelines carry over from Code Blue


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. 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.

Your research efforts will cap at a certain point without minerals from mining. 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 Miners themselves to get the minerals 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 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.

Telescience

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.

Telescience.png

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

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.

Building Grenades 101

  1. Use some cable coil in the grenade case to wire it.
  2. Add your beakers of chemicals.
  3. 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

  1. Use a wirecutter on the grenade.
  2. Use a wrench to deconstruct it and eject the beakers.

Useful Tips

  • 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.
  • 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!
  • 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.
  • You don't particularly need a toolbelt, 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.
  • 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

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.

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!

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