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?
In order 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 really prone to plasma floods, plasma fires and violent 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 actually 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 conducting research on animals(meaning killing them with plasma mercilessly), radiation research, building a complete telescience lab 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, there are certain tasks that will reward the player with credits for completing them.
No extra work is required, the fulfillment of these tasks will immediately reward the player with the stated credit amounts.
Название | Описание | Оплата | Дополнительно |
---|---|---|---|
Maximize Science | Maximize all legal research tech levels. | $1000 on completion | Paid to RD and all scientists. |
Useful Tips
- Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.
- It's a good idea to keep a fully 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!
- If you build your own telescience lab, do not get a teleboner. Everyone despises people who act like douches with telescience without any particular reason. This includes random teleportations of crewmembers, theft, freeing of prisoners, you name it.
- You don't particularly need a toolbelt, but it's useful in case anything goes wrong.
- DO NOT make weapons for yourself. A stun revolver is alright for self-defense, but do not wave it in front of security personnel. Though lockboxes were recently re-introduced, making this a pointless tip.
- 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
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 for interesting weapons as well.