Research Director and Roboticist: Difference between pages

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{{VorePage}}
{{VorePage}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = lightblue
|headerbgcolor = a885a2
|headerfontcolor = black
|headerfontcolor = black
|stafftype = RESEARCH & COMMAND
|stafftype = RESEARCH & ENGINEERING
|imagebgcolor = #eeeeff
|imagebgcolor = #d5c3d2
|img = ResearchDirector.png
|img = Roboticist.png
|jobtitle = Research Director
|jobtitle = Roboticist, Biomechanical Engineer, Mechatronic Engineer
|access = Research, RD Office, Bridge, Maintenance, EVA, AI Core
|access = Research, RnD, Workshop, Robotics, Technical Storage
|superior = [[Colony_Director|Captain]]
|difficulty = Easy
|duties = Lead Research and Development, supervise your [[Scientist]]s, make sure [[robotics]] are building borgs or mechs.
|superior = [[Research Director]]
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide to Xenoarchaeology]]
|duties = Manage cyborgs, build bots, construct mechs, repair synthetic crew
|guides = [[Guide to Robotics]]
}}
}}


The [[Research Director]] in charge of Science. You job is to direct research into improving the stationf or other departments. And you have a group of [[Scientist]]s to help you do that.
Primarily, the '''Roboticist''''s job is to make mechs and generally maintain activated cyborgs. Secondarily, Roboticists created helpful robots like Medibots and Floorbots.  


== Overview ==
==Before We Get Started==
Unlike most Heads of Staff, your job isn't so much to keep [[Jobs|your staff]] working as it is to ''keep'' them from doing so. Or, at least, to keep them from doing so ''badly''.
There are a few things you should do once you spawn in your nice and clean Robotics office.


Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn't vital to the continued operations of the station and instead exists to make the jobs of other departments easier. The station won't fall apart if the slimes die, alien artifacts never get studied, and bombs never get made. It ''will'', however, fall apart if the slimes ''escape'', if dangerous alien artifacts aren't well-monitored, or if a poorly-made bomb destroys the docks.
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; NanoTrasen usually doesn't load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.


Your job, then is to keep them from accidentally killing themselves. [[Guide_to_Toxins|Toxins Mixing]] and [[Guide_to_Xenobiology|Xenobiology]] in particular are highly-dangerous areas, and should be monitored at all times.  
== Cyborgs ==
{{Main|Guide to Robotics#Cyborgs}}
Creating, repairing, and maintaining cyborgs is the main reason you're around. See the [[Guide to Robotics]] for more info.


You're also the foremost expert on strange phenomena on the station. When [[Xenomorph|something strange]] shows up, it's your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it.  
==Mechs==
Another thing you can do as a Roboticist is make a Mech suit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.


So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.
<b>Please note that walking around the station in a mech when not transporting it or using it for its intended purpose is frowned upon! They're industrial tools, not personal carriages.</b>


You arrive on the station inside your office next to robotics. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.
== Traitoring ==
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.


== Directing Research 101 ==
Note that to emag a cyborg, you should follow these steps:
As the Research Director, your job is obviously to direct research. You have access to anything scientific.


=== There's No I In Team ===
# Use an Emag or ID to unlock the cover.
Your official responsibility is to ensure that nobody does anything they shouldn't. This means making sure the [[Xenoarchaeologist]]s don’t run rampant with powers, that [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.
# Crowbar open the cover.
# Use Emag again.


Try to stop Toxins from igniting. Teach your scientists the proper way to handle [[phoron]].
==Do's and Don'ts==
 
=== Computer Maintenance And You ===
In the event of AI damage on an Intelicard, there is a computer in your office which can be used to repair its systems. 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 crew brain is inserted. Keep the existence of the crew component hush-hush! It's a [[Backstory#Nanotrasen|trade secret]]! Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.
 
=== AI Overpopulation: The Core Circuit And You ===
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:
a screwdriver,
a wrench,
4 sheets of plasteel,
2 sheets of reinforced glass,
the circuit board,
and, of course, a brain in an MMI.
 
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuit, screwdriver, wires, MMI, glass, screw again. Voila! Now there's two working AIs on station!
 
=== Assistant with Science ===
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.
 
=== Upgrading the station===
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station can be upgraded to improve efficiency, and you're encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the [[File:RPED.png]] Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newer parts; or deconstruct and reconstruct the machine from the getgo.
Use the [[Guide to Advanced Construction]] to check what parts each machine contains, to know what stock parts to replace. The RPED is also able to scan the stock parts present in the machine. Below is the list of currently upgradeable machines:
*Biogenerator. Upgrades improve recycling and lowers costs.
*Borg Charger. Upgrades speed charging and enables repairs.
*Protolathe. Upgrades cut production costs; up to half.
*Circuit Imprinter. Upgrades cut productions costs; up to half.
*Autolathe. Upgrades lower material loss in production, down to 0%.
*Destructive Analyzer. Upgrades increase minimum reliability that can be analyzed.
*Cloning Pod. Upgrades increase clone health; with the highest level removing the need for cryo.
*PACMANS. Upgrades decrease heat emitted and power produced per sheet.
*Gas heater/coolers. Upgrades increase efficiency and cooling range.
 
== Links to Other Departments ==
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&D supplies technology to the other departments and receives supplies from the miners and quartermaster. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it's your job to try to explain what just happened. Good luck.
 
==Predding==
While you're less threatening than the [[head of Security|apex predator]], you do have a lot of cool toys to play with. You can easily , make stun guns and you can construct a [[Guide to Telescience|personal lunch fetcher]].


'''Do:'''
*Make cyborg bodies and install MMI's in them.
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.
*Cut AI control when the AI is rogue.
*Make useful bots and leave them around the station.
*Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
*Put beacons in all mechs lest they get stolen.
*Make a Cyborg and Exosuit Control Console.
*Try to make your own boards by getting acid from chemistry and getting R&D to sync the servers.
*Recognize that the QM might be more inclined to get you some metal/robot assemblies if you don't eat up all of their points with Ripley boards.
'''Don't:'''
*Put an MMI in a borg without making sure it's still there (they can speak you know).
*Blow all the borgs because one was emagged.
*Try to make a mech you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
*Go on mech rampages 'because you can'.


{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Latest revision as of 01:05, 11 November 2019

This article or section is from the VOREstation wiki.

This article or section is directly taken from the VOREstation wiki, and should not be fully relied on for CHOMPstation. You can help by updating it.

RESEARCH & ENGINEERING STAFF
File:Roboticist.png
Roboticist, Biomechanical Engineer, Mechatronic Engineer
Access: Research, RnD, Workshop, Robotics, Technical Storage
Difficulty: Easy
Supervisors: Research Director
Duties: Manage cyborgs, build bots, construct mechs, repair synthetic crew
Guides: Guide to Robotics


Primarily, the Roboticist's job is to make mechs and generally maintain activated cyborgs. Secondarily, Roboticists created helpful robots like Medibots and Floorbots.

Before We Get Started

There are a few things you should do once you spawn in your nice and clean Robotics office.

First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; NanoTrasen usually doesn't load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.

Cyborgs

Creating, repairing, and maintaining cyborgs is the main reason you're around. See the Guide to Robotics for more info.

Mechs

Another thing you can do as a Roboticist is make a Mech suit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.

Please note that walking around the station in a mech when not transporting it or using it for its intended purpose is frowned upon! They're industrial tools, not personal carriages.

Traitoring

Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.

Note that to emag a cyborg, you should follow these steps:

  1. Use an Emag or ID to unlock the cover.
  2. Crowbar open the cover.
  3. Use Emag again.

Do's and Don'ts

Do:

  • Make cyborg bodies and install MMI's in them.
  • Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.
  • Cut AI control when the AI is rogue.
  • Make useful bots and leave them around the station.
  • Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
  • Put beacons in all mechs lest they get stolen.
  • Make a Cyborg and Exosuit Control Console.
  • Try to make your own boards by getting acid from chemistry and getting R&D to sync the servers.
  • Recognize that the QM might be more inclined to get you some metal/robot assemblies if you don't eat up all of their points with Ripley boards.

Don't:

  • Put an MMI in a borg without making sure it's still there (they can speak you know).
  • Blow all the borgs because one was emagged.
  • Try to make a mech you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
  • Go on mech rampages 'because you can'.
Jobs on CHOMPstation

Command Colony Director, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Cargo Quartermaster, Cargo Technician, Shaft Miner
Medical Chief Medical Officer, Medical Doctor, Paramedic, Psychologist, Chemist, Geneticist
Science Research Director, Scientist, Roboticist, Xenobiologist, Xenobotanist
Exploration Pathfinder, Explorer, Field Medic, Pilot
Service & Civilian Intern, Visitor, Bartender, Botanist, Chef, Chaplain, Command Secretary, Janitor, Librarian, Entrepreneur, Clown, Mime
Station-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse