Scientist

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Revision as of 03:18, 1 January 2019 by Studenterhue (talk | contribs) (Rewrite the section on telescience)
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Not every experiment has to be boring...

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. Scientists are equipped with a research headset and reagent scanner built into the PDA.

Fields of Research

There are four disciplines of research for Scientists to pursue. You're free to choose whatever you want, regardless of how many people are working on it, but do try to listen to the Research Director if they ask you to help out in a certain area.

Chemistry

The main cornerstone of Research and easily the most popular. Basically, you make and mix chemical reagents to create something interesting or useful. There's tons and tons of different chemical reagents, all with different effects, and learning the recipes is a challenge in of itself. Not everything can be made with just the chem dispensers in Chemistry (though a lot can), so you might have to ask Hydroponics to grow you something or request the Kitchen to make a certain dish or drink.

The real fun of Chemistry, however, is in the mixing. It's where Chemistry truly shines. For just one example, you can fill a flamethrower with just plain ol' welding fuel and set people on fire with it. That's all fine & dandy, but with a certain combination of chems, you make a flamerthrower that sets people fire, causes them to spontaneously burst into huge fireballs, and then explode into pretty colors. And that's just one application. With a bit of ingenuity, you make one that actually repairs or cleans a room or fills it with delicious cheese, bread, and pepperoni. The possibilities are endless.

Once you get the hang of Chemistry, you can start tackling secret chems, chems whose recipes are trade secrets. Some do funny harmless gimmicks (e.g. transparium, ageinium), some are a little stronger than certain non-secret chems (e.g. sarin, initropidril), and lots are both (e.g. freeze, dragon's breath, strychnine). All are there as fun little puzzles for experienced chemists to solve.

Plasma Research

The supposed purpose of Space Station 13. You mix, burn, heat, cool, and compress various gases to investigate their effects, ostensibly to satisfy "scientific curiosity", in actuality to discover their destructive effects in certain bombs. Don't feel bad if you screw up while trying to learn it. It's harder than it appears. A lot of advice makes it looks like it's easy and has limited approaches and outcomes, but there's actually significant room for variation and experimentation.

Artifact Research

A complicated game about finding on-switches. You investigate mysterious machines and devices of unknown function and try to figure out what they do by exposing them to a certain stimulus, like electricity or heat. This is usually done via DWAINE-controlled machinery in the Artifact Lab and occasionally more rudimentary but acceptable substitutes.

You can often find lots of interesting and unique stuff from Artifact Research, some bad, some good, some useful, some not. For example, you might turn on a menacing pylon with electricity and touch it to discover that it replaces your heart with a cyberheart. Alternatively, you might prod it with a robot arm and find that it's actually turret--perhaps too late. Or maybe you might just hit it with an extinguisher and see that it's actually a lamp.

Telescience

You teleport things in and out of places using the telepad and teleporter computer in the Telescience/Teleporter Lab. Everything in there is all nice and set-up, except the computer has one slight problem: the coordinates on the computer don't actually match up to GPS coordinates. To get any use out of it, you have to send some GPS units through to get some test coordinates and use them to create two linear equations that convert GPS coordinates to computer coordinates and vice versa.

As you can imagine, once you have the equations and a good list/map of GPS coordinates, you can pull some real crazy shenanigans. Obviously, you can steal things or kidnap people, but there's much more than that. For example, you can rescue people (or corpses) stuck in space or in dangerous traps. In fact, the Telescience/Teleporter Lab comes with Tracking Implants just for that purpose. Or you can strike a partnership with the Quartermaster and create your own delivery company, with instant-delivery guarantees!

As with Chemistry, Telescience also has plenty of secrets for you to discover, in the form of the Adventure Zone areas. Not only do these semi-hidden locations have unique loot, puzzles, and monsters to discover, but they also feature an actively developed alternate reality game, centered around a sun, Sumerian mythology, and lots of strange keys.

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. Plasma MUST be heated and compressed to weaponize it for maximum affect. More heat is always better, however it only explodes when combined with compressed air in a tank transfer valve. Different ratios of compressed heated plasma and compressed air will produce varying explosion sizes.

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 methamphetamine in your blood stream
Since at least one scientist makes meth per round, just borrow some from them and inject/eat a pill of it when the shuttle is about to leave.

End the round on fire and with Silver Sulfadiazine in your blood stream
Use Chemistry to whip up a few pills; one with lots of Phlogiston to make you spontaneously combust, another with Silver Sulfadiazine.

Make sure the floor of chemistry is not scorched at the end of the round
Hahahahhahahahhahahahhahahaha. Yeah right.

Create a portal to the void
That weird purple cloud that appears sometimes when you're receiving and toggling portals in telesci? That's the stuff. Now jump in it!

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



Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus