Difference between revisions of "Scientist"
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==[[Telescience]]== | ==[[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. Some areas on the station cannot be accessed with with the Telescience room. There are also, like all arms of the research branch, secrets and it is up to you to find them. | Telescience contains a teleportation pad and computer, along with several [[Space GPS]] units and [[Implants#Tracking Implant|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. Some areas on the station cannot be accessed with with the Telescience room. There are also, like all arms of the research branch, secrets and it is up to you to find them. | ||
=Goals= | =Goals= |
Revision as of 01:08, 2 February 2013
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.
Fields of Research
There are four disciplines of research to pursue on the station for the Scientist, you may choose what you want to be doing but do try to listen to the Research Director if he's actually trying to do his job properly.
Chemistry
Chemistry is the pillar of the research wing and any experienced scientist will be in there more than once during a round and it is essentially just mixing and mashing up ingredients to create a variety of practically useful recipes. There are many, many, recipes and not all of them can be made with the resources found in chemistry alone. If you want to truly utilize chemistry to its full potential, not that it isn't particularly powerful before that potential is reached, you need to get some help from someone exploring deep space and use tele-sceience to retrieve anything they may find. Recipes are trade secrets so asking for them will get you nowhere unless it is something mundane like Tricordrazine. It goes without saying that you will make fatal mistakes on the road to mastering chemistry but don't be discouraged if you accidentally torch yourself and someone else, apologize and explain that you simply didn't know what what was going to happen and most importantly don't be a jerk.
Chemistry items & equipment
Plasma Research
Mix, burn and compress various gasses. Useful for heating plasma. Gas storage stores, in colour coded containers, compressed gasses and is located to the south of Toxins, it contains several large canisters of O2(Blue), Plasma(Orange), CO2(Black) and Air (79% N2, 21% O2). Plasma heating and compression is useful for defeating loose singularities and rogue AIs. If you want to see an example of how you should heat and compress plasma for the most efficient product look at the example provided to you on the RD's desk. You should experiment with mix ratios and then test them in the virtual testing room.
Artifact Research
Use the DWAINE Terminal to control Artlab's testing machinery. 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. Some areas on the station cannot be accessed with with the Telescience room. There are also, like all arms of the research branch, secrets and it is up to you to find them.
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 can be used for creating perfected high explosive or incendiary bombs. An example for you to work off of is the device that starts off on the Research Director's desk every match. (Editor's note : Don't feel bad if you screw up while trying to learn how to use toxins properly, it is harder than it appears.)
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!
Supplementary Video
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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 |