Research Director

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RESEARCH & COMMAND


Research Director

Superiors: Captain
Difficulty: Medium
Guides: Standard Operating Procedure, Standard Operating Procedure (Science), Guide to Research and Development, Guide to Xenobiology, Guide to Toxins, Guide to Chemical Research, Guide to Chemistry, Guide to Robotics, Guide to Genetics, Guide to Advanced Construction, AI Modules, Research Items, Anomalies
Access: Science (All), Research Director's Office, Bridge, Teleporter, Gravity Generator, Telecomms Chamber, and Tech Storage
Duties: Lead Research and Development, supervise your Scientists, monitor Genetics research, make sure Roboticists are building borgs or mechs.
High-Risk Items: Hand Teleporter, Reactive Armour



The Research Director in charge of what is (theoretically) the reason the station is around. Your job, as the Research Director, is to monitor the group of employees you have and to make sure they all know how to perform their jobs.

Overview

Like most Heads of Staff, your job is to keep your staff working in a safe and productive manner. This includes making sure that Toxins Mixing stays functional, Xenobiology slimes are contained, and the rest of the department is monitored to ensure that the workers aren't doing anything dangerous. Keep your staff from screwing everything up and make sure the other Heads are informed about anything weird going on.

You're also the foremost expert on strange phenomena on the station. When 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.

For Standard Operating Procedure for this role and other science roles, please see Standard Operating Procedure (Science).

Directing Research 101

As the Research Director, your job is coordinate the Science department and make sure research is conducted properly. You have access to the entire department and every machine inside, if you need to fill in for a missing role. In making sure everyone does their jobs properly, this means making sure the Geneticists don’t run rampant with powers, that Roboticists don’t cyborg people without good reason or proper permission, Toxins properly handles their bombs, and research levels are gained during the shift. To support these responsibilities, you have access to the Research Department's account number and PIN. You can take advantage of this capital to order supply crates and offer bonuses to your workers.

Additionally, certain tasks will reward the player with credits for completing them. No additional work is required, as the fulfillment of these tasks will reward the player with the stated credit bonus in their next paycheck.

Roboticists are given "Construct at least one cyborg for the station to increase workplace productivity" and "Construct a Ripley Mech for station usage", awarding 100 credits and 200 credits respectively.

Scientists are given "Utilize the facilities on this research installation to increase half the station's research levels above level 2, have cargo ship the research to centcomm in crates.", which awards 150 credits. While increasing levels above 2 is not mandatory, it is highly recommended.

All members of Science can also request Secondary Goals. All secondary goals are shipped to Central Command via cargo shuttle, with science chemistry goals being sent in goal crates.

Artificial Intelligence and You

As the Research Director, you are one of the few jobs on station with access to the AI satellite. While it's not your job only, you are expected to know how to be able to deal with malfunctioning, rogue and traitorous AIs and cyborgs. It's worth studying what each law-set implies, and how AIs and borgs generally act when following them.

In the event of a damaged or deceased AI on an Intelicard, there is a computer in your office which can be used to repair its systems. Repairing a carded AI takes a few minutes, but does not cost anything. If a secondary AI is requested or needed, you can use an AI Core Board either found in your office or printed from a Circuit Imprinter to make one. Make an AI core frame with plasteel, wrench it in a secure place near an intercom (or a radio), add a circuit, screwdriver it, wires, brain (MMI, robobrain, or positronic brain), add glass, screwdriver it again. A freshly constructed AI will always come with one of the three default lawsets, or if the Unique AI station trait is active, any of the extended lawsets. This also applies to any freshly built unsynced cyborgs

Anomalies

Sometimes, strange anomalies are spotted on the station, which can produce multiple different effects. While not your specific duty, Science is expected to handle all anomaly cores. To retrieve these cores from the relevant anomaly, get an analyzer and a remote signaler, then scan the anomaly with the analyzer and signal the appropriate frequency. Note that anyone with a remote signaler can signal this frequency. If signaled in time, you will receive an anomaly core which can be stuck into a Scientific Analyzer to increase a research level or craft a variety of items.

Lamarr

Inside the display case in your office is a surgically modified facehugger. While unable to implant eggs inside people, it still retains its urge to leap onto people's faces, and it's usually best kept in its case. With a chameleon projector, Lamarr can be scanned to act as a fearsome disguise. It also makes an excellent breath mask, able to connect to an oxygen tank.

The Director of Madness

The Research Director, like all Heads of Staff, make extremely dangerous traitors just by their access and departmental loyalty. While your underlings are less likely to fall in line than Security, most of the time they'll listen to what you want them to do. The gear printed by R&D, such as Night Vision SecurityHUDs or weapons (if you can emag or otherwise open the lockboxes) can easily make you the most dangerous person on station - but expect Security to treat you as such.

For mass destruction, Toxins will be your best bet, with all those explosives you'll probably be able to hold the station hostage - though, of course, you should not use high explosives without admin permission or a hijack objective. Since you have access to it, Genetics could be useful, with its myriad of powers that it offers, should you be willing to unlock them.

While less useful but still dangerous, robotics is a useful stopping point. Dead bodies can be brought here and borged if you need someone assassinated, or, if you have the right equipment, you can subvert a Cyborg to help you using a Cryptographic Sequencer. The AI can also have laws directly uploaded to it via the AI upload located in your department.

Command cannot roll antagonist roles at the start of the round. They can, however, be converted, thralled, or promoted into an Acting Command member while an antagonist.

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