Research Division

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Revision as of 16:54, 16 July 2013 by imported>Delicious
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Research Area
Rdivision.png
Research Division
This department is the entire reason the station exists. Ironically, it's the one second most likely to destroy it, after engineering.
Obvious exits Front Entrance North, Xenobiology Maintenance West, Toxins Maintenance East, Genetics-Science Antechamber West, Robotics Mech Bay North
Purpose Research and development
Access level Science, Research Lab, Robotics, Toxins, Xenobiology, Research Director's Office, Security Office
Noteworthy contents Protolathe, slimes, tank transfer valves, exosuit fabricators
Clearance Captain, Research Director, Scientist, Geneticist (hall only), Roboticist, Departmental Security Officer (hall only)
Security level Medium
Style Laboratory, Office, Server room, Factory
Balance Requirements No major balance requirements
Other Notes
NSVBanner299.png Locations on NSV13



A.K.A. "Research", "Science", "Toxins", "The Plasma Fire", "The Big Hole in the Station".

Under the authority of the Research Director, this is usually one of the first things to erupt in flames, if not blow up outright. Located south of the Escape Shuttle Hallway, Science access is required to enter the main hallway.

Laboratories

These are the main laboratories available to all regular Scientists.

Research Lab

This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards. Starts with several tools and items usable for early level research. Requires Research Lab access to enter.

Toxins Mixing

This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also attached to the east is the Launch Room, where you can use a mass driver to send bombs to the Toxins Test Chamber.

The mixing room is equipped with an assortment of bomb-making tools including a gas mixing chamber, a piping system and the precious tank transfer valves.

Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O.

Requires Toxins Lab access to enter.

Xenobiology

To the south is the lab that specializes in the study of alien lifeforms, such as Slimes and sometimes xenomorphs. At the start of the shift, this lab comes with four monkeys, two Slimes, two monkey cube boxes, a stunbatton, scalpel, circular saw, an operating table, and two shield generator that a scientist needs to set up.

There are several disposal units here. Most of them goes into each of the containment pens, the one marked with a big warning sign leads straight into space.

Requires Xenobiology access to enter.

Other Areas

Research Division also comes with a couple of storage areas, a supervisor's office, and other areas not available to regular Scientists.

Research Director's Office

In the centre of the department is the private office of the Research Director. It holds several vital computer systems inside itself, including the Robotics Control console. There is also a handy surveillance monitor where the RD can inspect the laboratories he supervises from the safety of his office.

Server Room

This small room holds vital mainframes that stores all acquired data from the R&D lab. There is also a message console which logs the PDA messages that go through the server. This requires a decryption key which the RD can get from the table nearby. A traitor AI can also acquire this key by bruteforcing it, it will take 10 seconds for every character the decryption key has, so don't let a human catch you doing this. In turn you can keep the key secret by changing the key to something no one will figure out, meaning you will have the message logs all to yourself.

A new feature of the message console is the added ability to send admin messages, you can of course change the name of the sender to anyone you like. For example, you could impersonate the Captain and order energy guns for the Science department to "research". Be careful though, if the Quartermaster replies his message will go to the Captain.

Usually, only the RD can use this room. Do not enter the server room without insulation and internals. You will not be able to escape the air current and you will freeze/suffocate to death. The atmosphere is uninhabitable as it is kept at an extremely cool temperature to keep the servers running.

Robotics Lab

This is where the Roboticist will spend most of his time. Two exosuit fabricators, an R&D Console, and a circuit imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.

The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.

For more information, see the Roboticist or Guide to robotics pages.

Mech Bay

This area is where Mechs and Cyborgs go when they need to recharge and get repairs. A blast door nearby allows the mechs to go in and out without the need for Robotics access.

Toxins Storage

Stores air canisters holding every kind of gas you would ever need. As toxin leaks from this room are very dangerous and difficult to clean out, the room is equipped with two high-powered scrubbers (that need to be turned on otherwise they're useless). If this room gets set on fire, it will never stop burning.

Requires Toxins Lab access.

Toxins Test Chamber

Detached from the rest of the station towards the east of Toxins Mixing is the large, empty, airless and unheated room used to test bombs. It has several cameras that can be accessed from the Launch Room. It is essentially the goal of every scientist to completely demolish this place, also follows the same principles of the Vacant Office