Difference between revisions of "Scientist"
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==[[Artifact Research]]== | ==[[Artifact Research]]== | ||
Use the [[DWAINE_Terminals| DWAINE Terminal]] to research various forms of artifacts, then scan any artifacts on the [[Artifact Analyzer]]. The station starts out with a | Use the [[DWAINE_Terminals| DWAINE Terminal]] to research various forms of artifacts, then scan any artifacts on the [[Artifact Analyzer]]. The station starts out with a Test Artifact, but others are often found while [[Mining]] or exploring space. | ||
==[[Telescience]]== | ==[[Telescience]]== | ||
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Hahahahhahahahhahahahhahahaha. Yeah right. | Hahahahhahahahhahahahhahahaha. Yeah right. | ||
== | == Syndicate Scientist == | ||
Oh boy, if you are a traitorous Scientist you have hit the Jackpot! With access to Chemistry and Toxins, you can create some of the most dangerous items in the game while claiming they are harmless experiments. Syndicate Scientists are constantly one-upping each other to be the most horrifically destructive, agony-inflicting, psychotic maniacs around. Have fun! | |||
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Revision as of 17:31, 13 November 2012
The Scientist is the primary research role on the station. They research chemicals, artifacts, teleportation, and toxic gases. Scientists report to the Research Director, and operate out of the Research Wing south of the Medical Bay. Scientists are equipped with a Research Headset and reagent scanner built into the PDA.
Chemistry
Mix chemicals together to create helpful/harmful/unusual compounds. The chemistry department is stocked with two sets of CheMaster 3000/Chem Dispenser/Reagent Heater-Cooler units. In addition, it has two boxes of Beakers, Syringes, and a ValuChimp to dispense little hairy assistants.
Plasma Research
Mix, burn, and test various gas mixtures. Useful for heating plasma for use in high-explosive bombs. Toxins/gas storage is located to the south, it contains several large canisters of O2, Plasma, C02, and Air (79% N2, 21% O2).
Artifact Research
Use the DWAINE Terminal to research various forms of artifacts, then scan any artifacts on the Artifact Analyzer. The station starts out with a Test Artifact, but others are often found while Mining or exploring space.
Telescience
Telescience contains a teleportation pad and computer, along with several Space GPS units and Tracking Implants. GPS coordinates are not correct, you must calculate the spatial drift of the teleporter controls. The formula of Y=MX+B is used to figure out the real-world units from the space GPS units, where Y is the console coordinate, x is the GPS coordinate, and M and B randomly change over time. You can use the GPS units provided to calculate the M and B values by teleporting a GPS unit into space and tracking it with another GPS unit.
Goals
As a scientist, you are allowed freedom to pursue whatever research you feel like, within reason. There are no required tasks to keep the rest of the station functional, but there are several things that you can do to help out:
- Make healing chemicals, you have the ability to create several types of restorative chemicals that the medical bay cannot.
- Scan Artifacts to find helpful effects.
- The teleporter can be useful in emergencies, such as saving stranded crew members. Remember that the AI can operate the teleporter controls!
- Toxins research is pretty much only bad for the station.
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a scientist, you can expect to see the following:
End the round with at least one active alien artifact, not including the test artifact
This requires that someone actually find one of the damn things during the round, which is largely out of your control. One typically spawns on the AI satellite's solars, though, so your best bet to find one would be to get hacking tools, teleport out to the AI satellite teleporter, and use a Cargo Teleporter to beam the artifact back to the research wing after you find it. Once it's in the lab, go about activating it like you would any other artifact.
End the round on fire and with Kelotane in your system
Use Chemistry to whip up a few pills; one with lots of Napalm to make you spontaneously combust, another with Kelotane.
Make sure the floor of chemistry is not scorched at the end of the round
Hahahahhahahahhahahahhahahaha. Yeah right.
Syndicate Scientist
Oh boy, if you are a traitorous Scientist you have hit the Jackpot! With access to Chemistry and Toxins, you can create some of the most dangerous items in the game while claiming they are harmless experiments. Syndicate Scientists are constantly one-upping each other to be the most horrifically destructive, agony-inflicting, psychotic maniacs around. Have fun!
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |