Difference between revisions of "Scientist"

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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 =
|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 Xenobiology]], [[Guide To Xenoarchaeology|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>
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==
 
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.
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?


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


==== Toxins Research ====
==== Toxins Research ====
Toxins Mixing is where you spawn.
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 outbursts of plasma, fire, plasma that's on fire, or even plasma 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 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.


For more information, refer to the [[Guide to Toxins]].
==== Chemical lab ====


==== Xenoarcheology and Anomaly study ====
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.
You can get here from the research shuttle.


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, but you still need at least a [[Quartermaster]] on staff.
==== 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>
For more information, refer to the [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]


==== Xenobiology ====
This laboratory specializes in the the study of alien lifeforms, such as [[slime]]s and sometimes [[xenomorph]]s.


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.
==Making Grenades==


For more information, refer to the [[Guide to Xenobiology]]
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]]


==== Telescience ====
== Job Tasks ==
Zip zap stuff through space and dimensions, steal the nuke and teleport it across the station, and make contact with everyone's favorite Smokey the Space Bear!
Additionally, certain tasks will reward the player with credits for completing them.


[[File:Telescience.png]]
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.


For more information, refer to the [[Guide to telescience]]
== 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!


== 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.'''''
* Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.
*'''''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.]'''''
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
*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.
* 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!
*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!
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.
*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.


== 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 fore 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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