Research Director: Difference between revisions
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{{JobPageHeader|headerbgcolor=#FF36F9|headerfontcolor=white|stafftype=RESEARCH|imagebgcolor=lightblue|img=RD_action.png|img_generic=RD_generic.png|difficulty=Medium|superior=Captain|duties=Ensure that Research is conducted in a timely manner, direct experiments, and ensure that protocols and policy are followed by your resident eggheads.|guides=[[Chain of Command]], [[Rules]], [[Policy for Science]]|access=Research, Research & Development, Server Room, AI Upload, AI Satellite, AI Turrets, Genetics, Xenobiology|jobtitle=Research Director|quote="Wait, what do you mean my five Phazons are missing?!"}} | |||
'''Bare minimum expectations:''' Get Research and Development going. Ensure there's no conflict of "who's doing what" in the department (Toxins, Circuitry, EXPERIMENTOR, etc.) so things may progress. Yell at Robotics for producing combat mechs on Green. | |||
'''Bonus Skills:''' Able to Suplex the Immovable Rod if clicked on, 10% Explosion Damage Resist, 10% Toxin Damage Resist, Readable Cyborg Wires | |||
== Greetings, Director! == | |||
Welcome to the land where TTVs shine, Director! Coming onto the floor of the production of NanoTrasen's finest (<s>mistakes</s>), you will have enough to deal on your hands as the shift goes from it's early yawning hours to the more hectic hours. By signing up for this supervisory role, you've assumed that you are in basic competence of all the areas required for this head honcho role of the eggheads. | |||
Some of the many fun things in your loadout may include: | |||
# Extended survival box with extra space, emergency radio, and emergency road flare. | |||
# A laser pointer used for marking things (<s>that annoy you</s>). | |||
# A telescopic baton that can discretely fit within any pocket, and can be quickly deployed to immediately stun any threat to your person. | |||
# An experimental research MOD intended for explosive research. Includes a circuit adapter module, t-ray scan module, and advanced reagent scanner module. | |||
# A departmental card linked to the Science Budget for purchasing. Limited acceptable areas, beware! | |||
# Reactive teleport armor that will activate when the user is touched--sending them to a random area nearby themselves to shield the user from attack. | |||
# A flash device used for dealing with active dissidents or malfunctioning robots. | |||
# A box of Cyborg C1-RCU-1T skillchips. | |||
# A spare circuitboard for the Science Protolathe. | |||
# A door remote that controls all of Research's doors; with ability to lock bolts, enable emergency access, or remotely open. | |||
== Oh, the Many Eggheads... == | |||
Unfortunately for you, you'll find that you aren't the only (<s>un</s>)intelligent mind in your department! From Roboticists, Scientists, Xenobiologists, and Geneticists--you'll have your hands full with the sure amount of coverage that Science has! This won't be able to cover all directions of Research's many thousands of uses, but it'll try to give a good guideline for any Director unsure of what to do with a crazy Scientist. | |||
==== Research and Development ==== | |||
The core crux of the Research Department. Without Research & Development, many of the primary functions of the station remain in a locked stasis. The difference between Tier One parts and Tier Four are night in day. For example, a Temperature Control Unit made by Engineering with Tier One parts, can only cool down to a ''chilly'' 73K. A Tier One, by comparison--drops it to a ''jaw dropping'' 3K. To put some actual numbers into this, you can turn a Thermal Exchange Generator from 1.4MW to 6.8MW all with the change of parts for the cooling loop. | |||
Not to mention, Shaft Miners and the Quartermaster are '''always''' silent and thankful for upgrades to their arsenal. Boulders will be processed at light speed, more points will be awarded at the Ore Redemption Machine, and mining will become hundreds of times easier with a plasma cutter! | |||
Ontop of this, some of the benefits cascade into other departments all across. More mining? More materials! Upgraded lathes? Less need for materials! It's a repeating cycle that only grows better. | |||
There are some few downsides. Naturally generating points are among the worst ways to gather research. You ''can'' do it eventually, but keep in mind that most shifts end around the two-hour mark. Do you really think it'll be enough time with a slow crawl 52.3 points per second? To put some numbers on that, that's almost three minutes for a research category costing 10,000 points! It might not seem that bad at first, up until you start consider the over ''100'' categories of research, all varying between 4000-30,000(!!!) points. Additionally, some Research cannot be done unless an experiment is done! These experiments require you to use either the Experimental Destructive Scanner or EXPERI-SCANNER hand-held device to unlock. These reward a fat refund for already researched projects, and are definitely a necessary investment. | |||
==== Toxins ==== | |||
Ode to the bomb master! Toxins is one of the most easy roles in the department, but because of how scary it seems--it is rarely understood. Generally you don't want people moving bombs outside of here. It starts off with the small ease of simple gas shells--and then migrates to the intense and courageous core refinement! This is a department you don't want unfamiliar people to mess with, as the risk for a full department toxin fire is one of the most common issues with this part of the department. | |||
Generally the best courtesy you can provide is loudmode-ing and announcing "Refinement," over the radio to prevent Security having a reason to raise to Amber and plowing through your department trying to figure out who the "quiet bomber" is. | |||
Abnormality cores are also among one of the strongest devices for a MODsuit, dynamically changing the way they can function! Go ahead and figure out all their fun uses, they can make a huge change from "typical Engineering suit" to "wizard of the second Gravity Generator!" | |||
==== Xenobiology ==== | |||
Another dangerous part of Science is the experimental species of ''slimes'' that munch on monkeys (and crew alike)! They yield unique rewards based on what you might produce, but they also might produce dangerous off effects aswell (gold slimes, beware!). Generally, if you aren't doing Xenobiology, your primary concern is making sure that the Scientists don't release stabilized extracts out into the public without being communicated. These stabilized extracts can vary from small effects--to 5% total damage resistance, to becoming uncontainable for Security to arrest you. | |||
See how you might not want that in the hands of someone a [[Traitor|little dastardly]]... | |||
==== Robotics ==== | |||
Of course, one big thing that Science is responsible for--is the maintenance of our binary friends. From the quick and easiness convenience of cyborgs, to the more sentient and delicate insides of synthetics. Your Roboticists also have access to a plethora of creative projects, from a whole armada of cleanbots, to the mass production of war machines. Of course, we don't want either without some supervision! | |||
As the Director you have authority to approve the construction of combat mechs, and should do everything in your power to prevent their construction unless approved. The difference between an on-foot subject, and one in a Durand with five missile racks is the difference between you keeping your job! It's recommended to always have beacons deployed within the mechs for remote monitoring and destruction. Once the mech has been locked, you can use the ''mech removal tool'' located in Robotics to force the (<s>clown</s>) people out of the mech without needing to fully destroy it. | |||
== Further Notes == | |||
[[Policy for Science]] | |||
[[Policy for Command]] | |||
[[Space Law]] | |||
{{Jobs}} |
Latest revision as of 14:55, 27 May 2024
RESEARCH STAFF | |
Research Director |
Access: Research, Research & Development, Server Room, AI Upload, AI Satellite, AI Turrets, Genetics, Xenobiology Difficulty: Medium Supervisors: Captain Duties: Ensure that Research is conducted in a timely manner, direct experiments, and ensure that protocols and policy are followed by your resident eggheads. Guides: Chain of Command, Rules, Policy for Science Quote: "Wait, what do you mean my five Phazons are missing?!" |
Bare minimum expectations: Get Research and Development going. Ensure there's no conflict of "who's doing what" in the department (Toxins, Circuitry, EXPERIMENTOR, etc.) so things may progress. Yell at Robotics for producing combat mechs on Green.
Bonus Skills: Able to Suplex the Immovable Rod if clicked on, 10% Explosion Damage Resist, 10% Toxin Damage Resist, Readable Cyborg Wires
Greetings, Director!
Welcome to the land where TTVs shine, Director! Coming onto the floor of the production of NanoTrasen's finest (mistakes), you will have enough to deal on your hands as the shift goes from it's early yawning hours to the more hectic hours. By signing up for this supervisory role, you've assumed that you are in basic competence of all the areas required for this head honcho role of the eggheads.
Some of the many fun things in your loadout may include:
- Extended survival box with extra space, emergency radio, and emergency road flare.
- A laser pointer used for marking things (
that annoy you). - A telescopic baton that can discretely fit within any pocket, and can be quickly deployed to immediately stun any threat to your person.
- An experimental research MOD intended for explosive research. Includes a circuit adapter module, t-ray scan module, and advanced reagent scanner module.
- A departmental card linked to the Science Budget for purchasing. Limited acceptable areas, beware!
- Reactive teleport armor that will activate when the user is touched--sending them to a random area nearby themselves to shield the user from attack.
- A flash device used for dealing with active dissidents or malfunctioning robots.
- A box of Cyborg C1-RCU-1T skillchips.
- A spare circuitboard for the Science Protolathe.
- A door remote that controls all of Research's doors; with ability to lock bolts, enable emergency access, or remotely open.
Oh, the Many Eggheads...
Unfortunately for you, you'll find that you aren't the only (un)intelligent mind in your department! From Roboticists, Scientists, Xenobiologists, and Geneticists--you'll have your hands full with the sure amount of coverage that Science has! This won't be able to cover all directions of Research's many thousands of uses, but it'll try to give a good guideline for any Director unsure of what to do with a crazy Scientist.
Research and Development
The core crux of the Research Department. Without Research & Development, many of the primary functions of the station remain in a locked stasis. The difference between Tier One parts and Tier Four are night in day. For example, a Temperature Control Unit made by Engineering with Tier One parts, can only cool down to a chilly 73K. A Tier One, by comparison--drops it to a jaw dropping 3K. To put some actual numbers into this, you can turn a Thermal Exchange Generator from 1.4MW to 6.8MW all with the change of parts for the cooling loop.
Not to mention, Shaft Miners and the Quartermaster are always silent and thankful for upgrades to their arsenal. Boulders will be processed at light speed, more points will be awarded at the Ore Redemption Machine, and mining will become hundreds of times easier with a plasma cutter!
Ontop of this, some of the benefits cascade into other departments all across. More mining? More materials! Upgraded lathes? Less need for materials! It's a repeating cycle that only grows better.
There are some few downsides. Naturally generating points are among the worst ways to gather research. You can do it eventually, but keep in mind that most shifts end around the two-hour mark. Do you really think it'll be enough time with a slow crawl 52.3 points per second? To put some numbers on that, that's almost three minutes for a research category costing 10,000 points! It might not seem that bad at first, up until you start consider the over 100 categories of research, all varying between 4000-30,000(!!!) points. Additionally, some Research cannot be done unless an experiment is done! These experiments require you to use either the Experimental Destructive Scanner or EXPERI-SCANNER hand-held device to unlock. These reward a fat refund for already researched projects, and are definitely a necessary investment.
Toxins
Ode to the bomb master! Toxins is one of the most easy roles in the department, but because of how scary it seems--it is rarely understood. Generally you don't want people moving bombs outside of here. It starts off with the small ease of simple gas shells--and then migrates to the intense and courageous core refinement! This is a department you don't want unfamiliar people to mess with, as the risk for a full department toxin fire is one of the most common issues with this part of the department.
Generally the best courtesy you can provide is loudmode-ing and announcing "Refinement," over the radio to prevent Security having a reason to raise to Amber and plowing through your department trying to figure out who the "quiet bomber" is.
Abnormality cores are also among one of the strongest devices for a MODsuit, dynamically changing the way they can function! Go ahead and figure out all their fun uses, they can make a huge change from "typical Engineering suit" to "wizard of the second Gravity Generator!"
Xenobiology
Another dangerous part of Science is the experimental species of slimes that munch on monkeys (and crew alike)! They yield unique rewards based on what you might produce, but they also might produce dangerous off effects aswell (gold slimes, beware!). Generally, if you aren't doing Xenobiology, your primary concern is making sure that the Scientists don't release stabilized extracts out into the public without being communicated. These stabilized extracts can vary from small effects--to 5% total damage resistance, to becoming uncontainable for Security to arrest you.
See how you might not want that in the hands of someone a little dastardly...
Robotics
Of course, one big thing that Science is responsible for--is the maintenance of our binary friends. From the quick and easiness convenience of cyborgs, to the more sentient and delicate insides of synthetics. Your Roboticists also have access to a plethora of creative projects, from a whole armada of cleanbots, to the mass production of war machines. Of course, we don't want either without some supervision!
As the Director you have authority to approve the construction of combat mechs, and should do everything in your power to prevent their construction unless approved. The difference between an on-foot subject, and one in a Durand with five missile racks is the difference between you keeping your job! It's recommended to always have beacons deployed within the mechs for remote monitoring and destruction. Once the mech has been locked, you can use the mech removal tool located in Robotics to force the (clown) people out of the mech without needing to fully destroy it.