Difference between revisions of "Research Director"

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(→‎Your Defense: Updated description to point out that you now need firing pins to unlock weapons.)
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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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R&D becomes your personal armoury. With an [[cryptographic sequencer|emag]] you can override the firing pin on the guns you make and use them anywhere you please. A Bag of Holding is so big it can even hold shotguns and ion rifles. Technological shells can be used to produce some very special shotgun shells. If you go through the effort to build telescience equipment, you can teleport anything you want from and to anywhere you want. Finally, with a portable chem dispenser, bluespace beakers and large grenade casings, you can have a wider range of grenades than Team Fortress Classic.
  
 
Remember these words: [[scientist|toxins]], and [[geneticist|genetics]]. Toxins will grant you highly explosive substances and Genetics can make you an all-seeing, all-powerful, superhuman murderer.
 
Remember these words: [[scientist|toxins]], and [[geneticist|genetics]]. Toxins will grant you highly explosive substances and Genetics can make you an all-seeing, all-powerful, superhuman murderer.

Revision as of 13:59, 10 February 2015

RESEARCH & COMMAND STAFF
Generic rd.png ResearchDirector.png
Research Director
Access: All Research Departments, Genetics, Robotics, Morgue, Bridge, Research Director's Office, Teleporter, AI Upload, Gateway, Brig, Mineral Storage, Tech Storage
Additional Access: N/A
Difficulty: Hard
Supervisors: Captain
Rank: Not defined
Duties: Supervise research efforts, Make sure Roboticists are building borgs or mechs, make sure the AI and its Cyborgs aren't rogue, replacing them if they are
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 babysitter of a bunch of mad scientists! This is a brief overview of the Research Director's job, what he or she will inevitably face and how they can overcome adversity.

Bare minimum requirements: Help Medbay upgrade their machines. Check to see who has the six max cap bombs. Keep an eye on the AI and know what to do if it gets subverted.

Get It All Together

As the Research Director, your job is obviously to direct research. You have access to all things scientific.

Your Office

You arrive on the station inside your office next to toxins mixing. You have the front seat if(read: when) it catches on fire. So sit back and enjoy the view. Remember that you have two of the most important consoles on the station - the AI integrity restorer and Robotics Control consoles. Guard them with your life. In your office you have:

  • An AI System Restorer (Revives dead AIs)
  • A Robotics Control console (AI is rogue, blow the borgs!)
  • An Exosuit Control console
  • A camera monitor for supervising your laboratories
  • Teleporter and AI Core circuit boards
  • An Intellicard (Download the AI from its core, wipe it if it's rogue, steal it if you're rogue)
  • A pAI
  • A locker stocked with some spare clothing and a flash
  • A Reactive Teleporter Armor (Remember to turn it on before wearing)
  • Your pet facehugger, Lamarr

You may wish to periodically check how many cyborgs there are on the robotics console and if any are no longer slaved to an AI, or has stopped functioning.

Directan Research 101

Scientists will be your primary subordinates. They will be working with the R&D, Toxins, and Xenobio 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.

Periodically sync the research computer in R&D so Robotics has access to the latest data. This also backs up your research data to the server, so if something happens to the research console the data can be easily restored. DO NOT FORGET THIS!

Don't forget to check on the Roboticists every now and again to ensure they are doing their jobs which is building and maintaining cyborgs, bots, and mechs. Sync their research console if they haven't already. Make sure they aren't building combat mechs without authorization and have them install tracking beacons on all mechs they create.

Geneticists have the habit of monkeying themselves or abusing superpowers. If they manage to bypass your supervision and start abusing their powers, notify security immediately and have them stripped of rank.

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 will have access to bombs to defend yourself(only if you're a traitor) your locker contains a flash, you also have access to a variety of genetic powers in Genetics and access to life draining Slimes.

You start with the Reactive Teleporter Armor in your office. While wearing this (and if it's actually turned on, click on it in your hand before equipping it so it lits up like a christmas tree) you will sometimes get teleported away when you are hit (or hugged), within a few tiles of where you were standing. It doesn't work most of the time, so don't rely on it. But although it is fairly useless and even dangerous near space it just might save your life if you have nothing better.

If you're lucky, the Head of Personnel will grant you armory access to unlock all those delicious experimental weapons you develop and you no longer have to rely on random teleportation to save your life. This is no longer the case since firing pins got added in place of lockboxes. Right now you can only make firing pins that let you fire the weapons on the firing range, but this might change in the future so keep an eye on the changelog. But you can still emag guns to override the firing pin. If you're even luckier, mining will bring along ore that will allow you to make big stompy mechs

Lamarr

Inside the display case in your office is a surgically modified 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

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.

Do not try to stop Toxins from igniting itself; if they are stupid enough to set themselves on fire, no amount of shouting or threatening will stop them from doing so. As long as the fire is contained to Toxins, nobody gets hurt.

Nobody important, anyway.

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.

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 addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the human brain is inserted (only if you want a new AI, else you'll get an empty core you can transfer existing AIs into). Keep the existence of the human component hush-hush! It's a trade secret! Please be aware that a freshly constructed AI comes with the default Asimov laws, unless you put a law circuit with a different lawset in during construction.

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.

If you have reason to believe a cyborg is rogue, lock it down so you can find the cyborg and check its wiring. Only detonate the borg as a last resort. Under no circumstances are you to waste valuable equipment to paranoia or rumors.

You should probably also get an AI Upload computer from Tech Storage and the reset circuit. Build this on the bridge where it can be safe and easily watched. If you can convince the Captain to retrieve a purge and Asimov circuit to place on the bridge as well, do so. An AI without the law loopholes that make him dangerous is no longer a dangerous AI.

In case of an urgent need to break into the AI core, getting in is much easier when you're involved due to your access to the command sector and a steady stream of thermite and bombs.

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.

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 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

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.

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!

R&D becomes your personal armoury. With an emag you can override the firing pin on the guns you make and use them anywhere you please. A Bag of Holding is so big it can even hold shotguns and ion rifles. Technological shells can be used to produce some very special shotgun shells. If you go through the effort to build telescience equipment, you can teleport anything you want from and to anywhere you want. Finally, with a portable chem dispenser, bluespace beakers and large grenade casings, you can have a wider range of grenades than Team Fortress Classic.

Remember these words: toxins, and genetics. Toxins will grant you highly explosive substances and Genetics can make you an all-seeing, all-powerful, superhuman murderer.

You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the Station to it’s knees, if you know what you’re doing. Great if you’re a traitor, dickish if you’re not.

Less useful but still dangerous, robotics is a hive of scum and villainy even when staffed by decent sorts. If a head of staff drags in a corpse and orders it to be borged or just takes out the brain himself, generally speaking no questions will be asked and the deed will swiftly be done. The corpse and/or brain of your victim can then be given to the chef who generally believes meat is meat.

Jobs on

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian