Scientist

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Revision as of 01:04, 2 February 2013 by Darth various (talk | contribs) (→‎Artifact Research: Updated to current Artlab)
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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

Item Image Description
Reagant Heater/Cooler
Heatercooler.png
Changes the temperature of chemicals without freezing and or frying yourself and others to death.
CheMaster 3000
Chemaster.png
Accepts a container holding chemicals. Allows the user to remove specific chemicals, analyze them for a short summary of their use, bottle them, or turn them into pill form.
Chem Dispenser
Dispenser.png
Dispenses 10 units of chemical at a time into a waiting container.
Syringe
Syringe.png
Injects chemicals and can hold up to 15 units. The recipient (unless it is yourself) must stand still for a moment to be injected. The syringe can be set to inject or draw and moves 5 units of chemicals at a time. Drawing from a person will take a blood sample. Some chemicals, or chems for short, have different effects when injected instead of just applied to the exterior of a person.
Dropper
Dropper.png
Holds up to 5 units of chemicals, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe. Functions like a syringe but instead applies it to the exterior of your target. Useful for certain chemicals.
Beaker
Beaker.png
Holds up to 50 units of chemicals. This is your bread and your butter in chemistry. Place it in a chemical dispenser and get to work.

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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CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

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Medical &
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