Scientist: Difference between revisions

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Then it's recommended that you build:
Then it's recommended that you build:
*Cloning pods for [[Medical]]
*[[Chemist#Chemical Dispenser|Chemical dispensers]] and [[Chemist#ChemMaster4000|ChemMasters]] for [[Chemistry]] (and yourself)
*[[Chemist#Chemical Dispenser|Chemical dispensers]] and [[Chemist#ChemMaster4000|ChemMasters]] for [[Chemistry]] (and yourself)
*Seed extractors for [[Hydroponics]]
*Seed extractors for [[Hydroponics]]
*[[Chemistry#chem_Spaceacillin|Spaceacillin]] for staff who treat Scientists as Chemists
*Build [[Robotics|robots]] for other departments
*Build [[Robotics|robots]] for other departments


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== Things to keep in mind ==
== Things to keep in mind ==


Whilst you can resupply other jobs with their respective machines, don't forget to keep one of each for yourself, who knows, maybe it'll come in handy. Be prepared to deny requests for space lube from troublemaking clowns who couldn't get any from Chemistry.
*Whilst you can resupply other jobs with their respective machines, don't forget to keep one of each for yourself, who knows, maybe it'll come in handy.


It's recommended that you don't give out cryobeakers as it's probably going to be used for a bomb.
*Be prepared to deny requests for space lube/drugs from troublemaking clowns who couldn't get any from Chemistry.
 
*It's recommended that you don't give out cryobeakers as it's probably going to be used for a bomb.


==Getting Supplies==
==Getting Supplies==
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* If [[Cargo Technician|Cargo]] and [[Salvage Specialist|Salvage]] aren't options, your last resort is to collect junk around the station and deconstruct it. Clothes can be cut up with a knife to produce cloth. Unused chairs can be deconstructed. Glass can be smashed and then welded back into sheets. Keep in mind deconstructing something vastly diminishes its value. Don't get caught.
* If [[Cargo Technician|Cargo]] and [[Salvage Specialist|Salvage]] aren't options, your last resort is to collect junk around the station and deconstruct it. Clothes can be cut up with a knife to produce cloth. Unused chairs can be deconstructed. Glass can be smashed and then welded back into sheets. Keep in mind deconstructing something vastly diminishes its value. Don't get caught.


[[Category:Jobs]]
[[Category:Roles]]
[[Category:Science Roles]]

Latest revision as of 20:28, 6 November 2024


Science

Scientist

Access: Maintenance, Research
Difficulty: Medium
Duties: Research Protolathe recipes, grant people the items they desire, research chemical tech and make meth foam bombs.
Supervisors: Research Director
Subordinates: Research Assistant
Guides: Guide to R&D, Xenoarcheology, Anomalous Research, Robotics

Do you wish to overthrow all jobs on the station? Do you wish to be at the most bombed place on the entire station? Do you want to make an ungodly amount of explosives and drones? If any of these match, this is a job for you!

Jobs

Research and Development Department

Refer to Science for information on the department purpose, contents and machines.

Research

Researching can be divided into two categories, xenoarcheology and anomalous research.

Xenoarcheology is the practice of analyzing alien artifacts to earn research points, which can be put towards learning new technologies. For more information, refer to Xenoarcheology.

Anomalous research involves studying anomalies, either created in the lab or spontaneously formed. This process also generates research points. For more information, refer to Anomalous Research.

Anomaly Containment

As previously mentioned, anomalies can be generated OR spontaneously form anywhere on the station. Due to their disruptive or even hazardous nature, anomaly containment is one of the most important parts of a Scientist's job. If you fail to contain an anomaly, the rest of the crew WILL let you know, repeatedly, over the radio. Refer to Anomalous Research for more information.

Robotics

Robotics is the practice of creating robots, cyborgs, and mechanized exosuits for the station. A roboticist will be called upon to create cyborgs out of dead crewmates, bots to aid understaffed departments, and mechs to aid in station defense or just to help cargo carry heavy things. Refer to Robotics for more information.

What to do

Your main priority at the start of the round is to make sure at least one science personnel is assigned to research to secure a steady supply of research points. Also, at least one experienced science personnel should be assigned to anomaly containment to prevent random anomalies from causing havoc. The Research Director may assign people to these tasks, but if not someone should either volunteer or be assigned.

Then, before your fellow scientists begin shouting at you, get the gold from the vault. In most of maps the vault is located somewhere near bridge and you should already have access to it. If you don't have access, do not be afraid to ask the captain, Research Director or the HOP for the gold via the Radio.

Then it's recommended that you build:

Note that different maps start with different machines so be sure to ask each department what they need or stockpile materials whilst waiting for your research and for staff to come to you with their requests. Most station departments already start with the machines listed above.

A scientists job is to produce machines and tools for fellow staff. When cargo / salvage / chemistry isn't doing their job, crew will visit you more frequently. Chemists may request pill canisters and beakers. Security may prefer to visit you as they think you are less busy than the Chemists. A Janitor may require more space cleaner or a mop. A zombie outbreak may require you to make Ambuzol grenades. Misc staff may desire power cells (batteries) or flashlights. Possibly you will get annoyed at the engineers and create your own off-the-grid power supply. You may also get an alien artifact to research, or even the head of some other department barking at you to get rid of the ball of light that just appeared in their office.

Things to keep in mind

  • Whilst you can resupply other jobs with their respective machines, don't forget to keep one of each for yourself, who knows, maybe it'll come in handy.
  • Be prepared to deny requests for space lube/drugs from troublemaking clowns who couldn't get any from Chemistry.
  • It's recommended that you don't give out cryobeakers as it's probably going to be used for a bomb.

Getting Supplies

  • The Captain or other member of Command should have access to a Vault containing gold at the beginning of the round.
  • Cargo is your main source of material, don't be afraid to ask them for refills and make friends with them!
  • If Cargo is out of cash, Salvage crew are your next best friends. They can mine asteroids to generate materials including gold, iron and plasma. Request gold early to ensure you can make important items like circuit boards, man-machine-interfaces, etc.
  • Botanist can grow trees for wood.
  • If Cargo and Salvage aren't options, your last resort is to collect junk around the station and deconstruct it. Clothes can be cut up with a knife to produce cloth. Unused chairs can be deconstructed. Glass can be smashed and then welded back into sheets. Keep in mind deconstructing something vastly diminishes its value. Don't get caught.