Research & Development

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Research & Development is the section of the ship that deals with the experimental, robotic, and (soon) psionic. In it you will find the scientists, roboticists, geneticists, and (soon) the folks-who-deal-with-resonance, all doing their jobs. Indeed, "Scientist" is actually just a bunch of roles in one. This page seeks to give an overview of all the jobs currently available, with links to guides for a more in-depth analysis of the job. It will not serve as a guide itself, just as a navigator for people looking to get into science.

The Job

The Front

The part of science you will mostly see, as it is at the front of science and the folks who do this science are the people you see running upgrades. Generally, it's one or two people doing all of the things listed in this section.

The Desk

The R&D lab, the thing everyone sees when they look into Science, has a front desk much like every other department. Being at the front desk, you are expected to print parts the people ask for, give scientific information that people ask for, and generally be a receptionist.

Upgrades

Running around with an RPED upgrading the important machines. Generally done with a Bluespace RPED once Bluespace parts have been researched. You're expected to know how to build a machine, what parts go into what machines, and which machines to upgrade first. CHARGE THE CELLS BEFORE YOU UPGRADE THE CHEM DISPENSER.

Experi-Sci / Techweb

Make sure the techweb is current so that you're not stuck on standard parts an hour into the round. Do experiments to make the techweb nodes cheaper, upgrade machines in the process, ask to be let in to departments to scan their stuff. Offers some nice RP hooks. You're expected to know which techweb nodes have priority and which order to research them, and to be quick with it.


The Experimental

There are numerous parts to the experimental side of the Science Department. Rightfully so, as science is all about experimentation. Every Scientist on station is expected to be doing at least one of these.

Ordnance

Ordnance (NOT TOXINS!) is the part of science that deals with gases, mixing them, and making them blow up. This is where cores get refined, tanks get compressed, and bombs are tested. You are expected to know how to do all 3. It's a somewhat-dangerous subdepartment to get into, so it's suggested that you get acquainted with atmos or get someone experienced to teach you. Here's a guide to Ordnance if you're confused.

Xenobiology

Slime Xenobiology

Xenobiology, specifically as it pertains to slimes, is the part of science that farms slimes and their extracts. It's capable of many incredible things, however it requires that you sink an hour of time doing barely anything in order to do it. You are expected to know how to ranch slimes, what popular slime extracts do, and which ones people want. Here's TG's guide to Xenobiology, which has a list of all the slime extracts. May or may not be removed in the future.

Cytology

Cytology is a little lab, usually hidden away in the rest of Xenobiology, used to grow full organisms from glop you find in maintenance. You are expected to know how to take samples from dirty spot in maintenance or the animal itself, put it on a petri dish, and grow it in a growth vat. Here's TG's guide to cytology.

Integrated Circuits

The oft-unused lab where you can program your own circuits to do almost anything. Make a translator, a robot that follows people, a robot that screams over the radio, an autoinjector, a brain-controlled teleporter, among many, MANY other things. Has a similar wait time to Xenobiology, but is much more complex. Uses a node-based system to program the circuits. You are generally expected to know how to make a basic translator, and the rest is up to you to learn.

Genetics

Yes, it's its own job. Should it be? That's up for debate. Point is, it's experimental. Find mutations in the anthropoid genome, and use them to your (or the station's!) benefit. The job isn't expected itself, so there are very little expectations for you. Of those little expectations, very few people will expect you to have the insulated gene found. Sometimes— sometimes— the detective will ask for the smelling gene. Here's TG's guide to Genetics. May or may not be moved to medical in the future.


The Robotic

There are three main parts to robotics. They aren't as expansive as the sub-departments of The Experimental, but they are distinct from each other and have very little overlap. You are expected to know how to do the three parts of robotics and what they do.

Silicon-facing

The Silicon-facing part of robotics is the upgrading of silicons, the resurrection and repair of silicons, the maintenance of silicons, generally just working with the silicons. You are expected to know how to build a cyborg chassis, how to upgrade it, and who's really in charge.

Mechs/Exosuits

Exosuits, often referred to as Mechs, are also under the purview of Robotics. It covers the construction, outfitting, repair and maintenance of these exosuits and the basic knowledge of what each one does.

Robotic Medical

Robotic medical, as you may imagine, is you being a medical doctor for the station's robotic crew, and sometimes for the station's organic crew. Augmentation and cybernetics are lumped in with this. You are expected to know how to do robotic surgery, know which robotic chems do what, and how to augment organics.


Your Co-workers

Who you'll be working with. It's important to know the distinction between staff, because a roboticist won't be able to make a bomb and an Ordnance Technician won't know how to repair the borgs when nukies are invading.