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|guides = [[Guide to Research and Development]], [[Guide to toxins]], [[Guide to xenobiology]], [[Guide to genetics]], [[Guide to robotics]], [[Chain of Command]], [[Guide to construction]]
|guides = [[Guide to Research and Development]], [[Guide to toxins]], [[Guide to xenobiology]], [[Guide to genetics]], [[Guide to robotics]], [[Chain of Command]], [[Guide to construction]]
}}
}}
So you're going to be the caretaker of a [[Geneticist|bunch]] of [[Roboticist|lobotomy]] [[Scientist|patients]] with access to some of the most dangerous things on the station! This is a brief overview of the Research Director's job, what he or she will inevitably face and how they can overcome adversity.
So you're going to be the caretaker of a [[Geneticist|bunch]] of [[Roboticist|lobotomy]] [[Scientist|patients]] with access to some of the most dangerous things on the station! This is a brief overview of the Research Director's job, what he or she will inevitably face and how they can overcome adversity.
[[File:Rdivision.png|300px|thumb|link=http://puu.sh/3EzGx.png|alt=Research Division|[[Research Division|The halls of SCIENCE!]]]]
[[File:Rdivision.png|300px|thumb|link=http://puu.sh/3EzGx.png|alt=Research Division|[[Research Division|The halls of SCIENCE!]]]]
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=== Directing Research 101 ===
=== Directing Research 101 ===
[[Scientist]]s will be your primary subordinates. They will be working with the R&D, Toxins, and Xenobiology laboratories. You may want to ensure that all three labs are manned by assigning your scientists roles at the start of the shift. Toxins and xenobio labs usually don't need more than one scientist working there at a time, unless they're requesting help. '''Familiarize yourself with all sub-departments of Science and be prepared to fill in when something is needed.'''
[[Scientist]]s will be your primary subordinates. They will be working with the R&D, Toxins, and Xenobiology laboratories. You may want to ensure that all three labs are manned by assigning your scientists roles at the start of the shift. Toxins and xenobio labs usually don't need more than one scientist working there at a time, unless they're requesting help. '''Familiarize yourself with all sub-departments of Science and be prepared to fill in when something is needed.'''


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===Your Defense===
===Your Defense===
At the start, the Research Director is possibly the most vulnerable head of staff on station. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you're smart.
At the start, the Research Director is possibly the most vulnerable head of staff on station. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you're smart.


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=== Lamarr ===
=== Lamarr ===
Inside the display case in your office is a surgically modified [[Xenos#Facehugger|facehugger]]. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It's usually best kept in its case. With a chameleon projector, Lamarr can be scanned to act as a fearsome disguise.
Inside the display case in your office is a surgically modified [[Xenos#Facehugger|facehugger]]. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It's usually best kept in its case. With a chameleon projector, Lamarr can be scanned to act as a fearsome disguise.


== There's No I In Team ==
== There's No I In Team ==
Your official responsibility is to ensure that nobody does anything they shouldn’t. This means making sure the Geneticists don’t turn the Captain into a monkey, that Roboticists don’t kidnap and borg the Clown, that Xenobio doesn't spawn angry mobs everywhere, that Telescience doesn't steal the nuke disk, that R&D doesn't see what happens when they put two bags of holding together, and that Toxins does not destroy the Station.
Your official responsibility is to ensure that nobody does anything they shouldn’t. This means making sure the Geneticists don’t turn the Captain into a monkey, that Roboticists don’t kidnap and borg the Clown, that Xenobio doesn't spawn angry mobs everywhere, that Telescience doesn't steal the nuke disk, that R&D doesn't see what happens when they put two bags of holding together, and that Toxins does not destroy the Station.


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=== In Case of Wizard, Assume Brace Position ===
=== In Case of Wizard, Assume Brace Position ===
When it comes to Nuclear or Wizard, you need to sit back and do your job as best you can without dying. Leave the fighting to Security, but never hesitate to stock up on acid in case of emergency. If you come face to face with the [[Wizard]] or a Syndicate, there’s no harm in ruining their day. Except for the harm of exploding just afterwards, usually.
When it comes to Nuclear or Wizard, you need to sit back and do your job as best you can without dying. Leave the fighting to Security, but never hesitate to stock up on acid in case of emergency. If you come face to face with the [[Wizard]] or a Syndicate, there’s no harm in ruining their day. Except for the harm of exploding just afterwards, usually.


=== Computer Maintenance And You ===
=== Computer Maintenance And You ===
In the event of AI damage or deactivation, there is a computer in your office which can be used to restore and repair its systems. Simply put an IntelliCard loaded with an AI into the console and start the process. The AI should be functional again at 50% integrity. This is a long process, but it is still usually better than having no AI at all.  
In the event of AI damage or deactivation, there is a computer in your office which can be used to restore and repair its systems. Simply put an IntelliCard loaded with an AI into the console and start the process. The AI should be functional again at 50% integrity. This is a long process, but it is still usually better than having no AI at all.  


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=== ROGUE AI – Why The RD Suddenly Matters ===
=== ROGUE AI – Why The RD Suddenly Matters ===
The Robotics Control in your office will be your main source of importance. As long as you are in your office and armed you should be fine and the station can breathe easy knowing that if the [[AI]] starts going rogue you can take out its workforce.
The Robotics Control in your office will be your main source of importance. As long as you are in your office and armed you should be fine and the station can breathe easy knowing that if the [[AI]] starts going rogue you can take out its workforce.


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=== How To Tell A Traitor From A Disillusioned Doctor ===
=== How To Tell A Traitor From A Disillusioned Doctor ===
Revolution is dangerous to the director. Med-Sci is, more often then not, a seething hive of dangerous communists seeking to take your head. Robotics is a prime target because of their flash supply and larger than normal access. Genetics is desired because of their cloning and genetic empowering capabilities. Avoid Medbay entirely if you must. If you notice any suspicious individuals in med-sci, message the Captain as covertly as you can and tell him to be wary.
Revolution is dangerous to the director. Med-Sci is, more often then not, a seething hive of dangerous communists seeking to take your head. Robotics is a prime target because of their flash supply and larger than normal access. Genetics is desired because of their cloning and genetic empowering capabilities. Avoid Medbay entirely if you must. If you notice any suspicious individuals in med-sci, message the Captain as covertly as you can and tell him to be wary.


=== AI Overpopulation: The Core Circuit And You ===
=== AI Overpopulation: The Core Circuit And You ===
Whether to reduce the load on primary AI, circumvent AFKing players, increase your chances of survival during AI malfunction or just to increase information chaos, with this nifty AI Core circuit board found in your office and some additional components, you can [[Guide_to_construction#AI_Core|make a second, working AI]]. Be sure to place it near an intercom or radio and you now have two working AIs on the station.
Whether to reduce the load on primary AI, circumvent AFKing players, increase your chances of survival during AI malfunction or just to increase information chaos, with this nifty AI Core circuit board found in your office and some additional components, you can [[Guide_to_construction#AI_Core|make a second, working AI]]. Be sure to place it near an intercom or radio and you now have two working AIs on the station.


=== Assistant with Science ===
=== Assistant with Science ===
In the rare event that nothing bad is happening, and you aren’t going to die a horrible death, you can be of great help as an assistant with large amounts of access. Collect flashes and power cells for robotics and useful items that can be used for R&D.


In the rare event that nothing bad is happening, and you aren’t going to die a horrible death, you can be of great help as an assistant with large amounts of access. Collect flashes and power cells for robotics and useful items that can be used for R&D.
==Tips==
* Lamarr can be used for internals.
* If you are doing srs research as RD, remember that you can delete each technology from each server. So, end research, sync servers, go to this little room of mysteries and freezed air and delete them Durands from robotics server. Or better, just mech weapons.
* You can restore dead AIs using the AI system integrity restorer consoles! There's one in the RD office, and one DIRECTLY TO THE RIGHT OF THE AI UPLOAD FOYER. That's right! When your AI dies, you don't have to fart around and say ''"uh, so, like, should we call the shuttle or something? or build a new one? herp?"'' Just use an intellicard on the destroyed AI core and slot it into the console! Wow! You're a helpful little furless monkey!
* Unlike what some roboticists says, they must answer to the RD. If they are too stubborn to remember that, make yourself the joy to demote them so they remember next time. Otherwise, sync your research often, and go check on 'em to eventually congratulate them on their job. Bring them sulfuric acid so they don't ask you for boards too often. Don't hesitate to steal some materials if the miners are dragging it all to robotics: and remember, 10 sheets of everything is enough to make a good chunk o' stuff.
 
----
 
::Tweak to the guide: 15 sheets of metal into the protolathe, 10 of glass into each of protolathe and circuit imprinter. Make 2 rods from a sheet of metal. Dump your acid to the imprinter.
::Micro Manip, Capacitor/Tatobattery, High-Cap cell, analyzer, flamethrower (screwdriver your welder, stick rods to it, done). Print tracking beacon, mesons, mining drill, decon each in turn. Get teleporter board, decon. Print an exosuit fabricator board, decon.
::Synchronize: Engineering 4, Data 4, Materials 3, Bluespace 3, Combat 2, Plasma 2
 
::Now, my very silly way to avoid having to print a third mech syringe is that you ask medical for a health scanner. If they're being stupid and won't give you one (no seriously they have like 10 in the vendors) open O2 lockers until you can take one from an oxygen dep kit. Decon it for bio 1, the print and decon a Med HUD for bio 2. It's much cheaper than deconning a third syringe gun or MMI.
::So you decon 2 super caps, 2 mech syringe guns, 2 mech tasers, 1 wormhole gen, then one each gold, uranium, and diamond pickaxe.
::This allows you to build anything, even the more arcane things like MRSPACMAN generators (who wants to BURN DIAMONDS?) at minimal additional cost.
* Episkopos' RnD Guide:
 
:https://docs.google.com/document/d/1Eo7No74QjRO14iT9iFgxVFq3M5HpBiTVEcCtozmNZEU/edit?usp=sharing&pref=2&pli=1
 
* The two non computer parts of a teleporter use telecrystals in their design, so you can get more than enough for max telesci by cannibalizing one of the abandoned ones in space.
* Sync up before upgrading your machines in RnD. ...fuck.
* If you have an assistant or extra Science crew, give one a RPED full of parts for said machines and a screwdriver, then send them to Medical to be useful. Fully upgraded clones spit out perfect clones. No retards, no defects. They can get dressed and back to bustin' heads.
 
* Timrod's RnD Guide:
 
:http://pastebin.com/aLQL9fCz
 
* Mandurrrh RnD Guide:
 
:http://pastebin.com/1XMmXjSH
 
* Bluespace RnD Guide:
 
:http://pastebin.com/AZYDwVMT
 
* Imblyings's RnD Guide:
 
:http://pastebin.com/2LNkuz4A
 
* RG4's RnD Guide:
 
:http://pastebin.com/LH3B2Y2p
 
===Tips for Traitoring===
* Traitor RD : you have so many ways to screw the station over...Bombs, guns, a possible access to chemistry, the power to make EVERY POSSIBLE AI UPLOAD BOARDS, the power to call back the shuttle by using a foreign comms board, bags of holding (and thus singulos), extra tracking beacons for your teleporting needs, a spacesuit and a jetpack from telecomms, mechs, an excuse to emag borgs...You can tear the station apart and make them stay on it.
* Illegal modules for cyborgs, which unlocks their locked module (laser for Secborg, pacid for medborg, diamond drill for minerborg, etc.) at the cost of damaging their interface, making it seem like they're emagged. You can also make the clusterbang launcher, for mechs, and the T.Y.R.A.N.T. module for AIs, with that illegal tech you got.
* Don't forget illegal borg modules, which emag a borg without adding any laws. Unlocks the special borg robusting tools like lasers and electric stun-arms. For fighting changelings and other xenos I guess, or nonhuman'd revs/cultists
** Even better - an illegal-module borg CANNOT BE EMAGGED because the interface is already damaged.
* [http://pastebin.com/4vxttwzz Anonymous's Bomb Code Research]


== Mad Science ==
== Mad Science ==
The research director, like all heads of staff, make extremely dangerous traitors just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than [[security]] or a horde of clowns ordered to create chaos, a majority of the time they'll let you get away with truly wicked deeds just for the sake of SCIENCE!
The research director, like all heads of staff, make extremely dangerous traitors just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than [[security]] or a horde of clowns ordered to create chaos, a majority of the time they'll let you get away with truly wicked deeds just for the sake of SCIENCE!


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