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|jobtitle = Researcher | |jobtitle = Researcher | ||
|difficulty = Medium | |difficulty = Medium | ||
|superior = Chief Medical Officer, | |rank = Second Lieutenant | ||
|duties = | |superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]] | ||
|guides = [[ | |unlock = Five hours as medical roles. | ||
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals. | |||
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]] | |||
|description = You're a commissioned officer of the USCM, though you are not in the ship's chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor. | |||
}} | |||
''"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before."'' ―Dr. Wren, ''Alien Resurrection'' | ''"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before."'' ―Dr. Wren, ''Alien Resurrection'' | ||
== Role == | == Role == | ||
---- | ---- | ||
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. | |||
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage. | |||
=Chemical Research: Pharmacology= | |||
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause '''more harm''' if they are used together. Consult the [[Chemistry|chemistry guide]] for more details. | |||
==Researching Chemicals== | |||
As a medical researcher on-board the USS Almayer you're tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You'll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE! | |||
A lot of your work will require a resource called '''Research Credits'''. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes. | |||
The Company has provided your laboratory with an ''Advanced X-Ray Fluorescence Scanner'' to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company's interest in your lab will increase. They might even pay USCM High Command. | |||
===Research Machines=== | |||
{| class="wikitable" | |||
! style="background-color:#A9A9A9; width:130px;"|Picture | |||
! style="background-color:#A9A9A9; width:150px;"|Name | |||
! style="background-color:#A9A9A9;"|Explanation | |||
|- | |||
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can't be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical's emission pattern to its database. '''Successfully identifying a chemical increases Company interests." | |||
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing. | |||
While the A-XRF can read data from the Company's private chemical database, your clearance level is limited and some information may be classified. Use the '''Research Data Terminal''' to purchase higher clearance or get a clearance grant by a corporate official. | |||
|- | |||
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. | |||
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors. | |||
The centrifuge operates under the following logic: | |||
* Cycles through reagents in the input beaker starting from the top. | |||
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF. | |||
* Will ''not'' fill multiple vials with the same reagent. '''Unless the beaker only has a ''single'' reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.''' | |||
* Will ''not'' transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters. | |||
|- | |||
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes. | |||
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running. | |||
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the ''Smartlink'' to be dispensed. | |||
'''Programs''' | |||
The Turing Dispenser has two programs: ''Box'' and ''Memory''. ''The Box Program'' is the currently inserted vial box, while ''The Memory Program'' is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). | |||
'''Settings''' | |||
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water. | |||
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep. | |||
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted. | |||
* Smartlink: If ON, then the dispenser will check the nearby ''Smartfridge'' for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense ''exotic'' chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. ''(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)'' | |||
|- | |||
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand. | |||
'''Purchase Clearance''' | |||
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies. | |||
<!-- Disabled for now, Might be re-enabled so keeping this here | |||
'''Transmit''' | |||
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. ''What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.'' | |||
--> | |||
'''Publish''' | |||
The CMO's data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published. | |||
|- | |||
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. ''Mixing a chemical with another variant of itself will cause it to react back into its original form.'' | |||
'''Amplify''' | |||
This function increases the level of the selected property by one. The credit cost increases based on the level of the property. | |||
'''Suppress''' | |||
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. | |||
'''Relate''' | |||
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property. | |||
==== '''Chemical Naming Conventions''' ==== | |||
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property. | |||
|- | |||
|} | |||
==Properties== | |||
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. <POTENCY> is the level of the property. | |||
The DISABLED rarity means this property can't appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level. | |||
All effects are applied once per life tick. Life ticks happen once every two seconds. | |||
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph. | |||
<!-- to add new properties, make a new page at Properties/[property name] and fill out the template on the root page Properties --> | |||
===Positive=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 20%; margin: auto;" |Effect | |||
! style="width: 20%; margin: auto;" |OD | |||
! style="width: 20%; margin: auto;" |Crit OD | |||
! style="width: 15%; margin: auto;" |Touch | |||
{{:Properties/Antitoxic}} | |||
{{:Properties/Anticorrosive}} | |||
{{:Properties/Neogenetic}} | |||
{{:Properties/Repairing}} | |||
{{:Properties/Hemogenic}} | |||
{{:Properties/Neutralizing}} | |||
{{:Properties/Disrupting}} | |||
{{:Properties/Nervestimulating}} | |||
{{:Properties/Musclestimulating}} | |||
{{:Properties/Painkilling}} | |||
{{:Properties/Hematopeutic}} | |||
{{:Properties/Nephropeutic}} | |||
{{:Properties/Pneumopeutic}} | |||
{{:Properties/Oculopeutic}} | |||
{{:Properties/Cardiopeutic}} | |||
{{:Properties/Neuropeutic}} | |||
{{:Properties/Bonemending}} | |||
{{:Properties/Fluxing}} | |||
{{:Properties/Neurocrygenic}} | |||
{{:Properties/Crystallization}} | |||
{{:Properties/Photosensitive}} | |||
{{:Properties/Antiparasitic}} | |||
{{:Properties/Organstabilizing}} | |||
{{:Properties/Electrogenetic}} | |||
{{:Properties/Defibrillating}} | |||
{{:Properties/Hyperdensificating}} | |||
{{:Properties/Neuroshielding}} | |||
{{:Properties/Antiaddictive}} | |||
{{:Properties/Transformative}} | |||
{{:Properties/Fueling}} | |||
{{:Properties/Oxidizing}} | |||
{{:Properties/Flowing}} | |||
{{:Properties/Explosive}} | |||
{{:Properties/Cardiostabilizing}} | |||
{{:Properties/Aiding}} | |||
{{:Properties/Oxygenating}} | |||
{{:Properties/Anticarcinogenic}} | |||
|} | |||
===Neutral=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 25%; margin: auto;" |Effect | |||
! style="width: 25%; margin: auto;" |OD | |||
! style="width: 25%; margin: auto;" |Crit OD | |||
{{:Properties/Cryometabolizing}} | |||
{{:Properties/Thanatometabolizing}} | |||
{{:Properties/Excreting}} | |||
{{:Properties/Nutritious}} | |||
{{:Properties/Ketogenic}} | |||
{{:Properties/Neuroinhibiting}} | |||
{{:Properties/Alcoholic}} | |||
{{:Properties/Hallucinogenic}} | |||
{{:Properties/Relaxing}} | |||
{{:Properties/Hyperthermic}} | |||
{{:Properties/Hypothermic}} | |||
{{:Properties/Balding}} | |||
{{:Properties/Fluffing}} | |||
{{:Properties/Allergenic}} | |||
{{:Properties/Euphoric}} | |||
{{:Properties/Emetic}} | |||
{{:Properties/Psychostimulating}} | |||
{{:Properties/Antihallucinogenic}} | |||
== | {{:Properties/Hypometabolic}} | ||
{{:Properties/Sedative}} | |||
{{:Properties/Hyperthrottling}} | |||
{{:Properties/Viscous}} | |||
{{:Properties/Thermostabilizing}} | |||
{{:Properties/Focusing}} | |||
{{:Properties/Unknown}} | |||
|} | |||
===Negative=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 20%; margin: auto;" |Effect | |||
! style="width: 20%; margin: auto;" |OD | |||
! style="width: 20%; margin: auto;" |Crit OD | |||
! style="width: 15%; margin: auto;" |Touch | |||
{{:Properties/Hypoxemic}} | |||
{{:Properties/Toxic}} | |||
{{:Properties/Corrosive}} | |||
{{:Properties/Biocidic}} | |||
{{:Properties/Intravenous}} | |||
{{:Properties/Paining}} | |||
{{:Properties/Hemolytic}} | |||
{{:Properties/Hemmorrhaging}} | |||
{{:Properties/Carcinogenic}} | |||
{{:Properties/Hepatotoxic}} | |||
{{:Properties/Nephrotoxic}} | |||
{{:Properties/Pneumotoxic}} | |||
{{:Properties/Oculotoxic}} | |||
{{:Properties/Cardiotoxic}} | |||
{{:Properties/Neurotoxic}} | |||
{{:Properties/Hypermetabolic}} | |||
{{:Properties/Addictive}} | |||
{{:Properties/Hemositic}} | |||
|} | |||
===Special=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 20%; margin: auto;" |Effect | |||
! style="width: 20%; margin: auto;" |OD | |||
! style="width: 20%; margin: auto;" |Crit OD | |||
! style="width: 15%; margin: auto;" |Touch | |||
{{:Properties/Boosting}} | |||
{{:Properties/Regulating}} | |||
{{:Properties/Hypergenetic}} | |||
{{:Properties/Fire penetrating}} | |||
{{:Properties/DNA disintegrating}} | |||
{{:Properties/Ciphering}} | |||
{{:Properties/Crossmetabolizing}} | |||
{{:Properties/Embryonic}} | |||
{{:Properties/Ravening}} | |||
{{:Properties/Curing}} | |||
{{:Properties/Omnipotent}} | |||
{{:Properties/Radius}} | |||
{{:Properties/Intensity}} | |||
{{:Properties/Duration}} | |||
|} | |||
== | ===Property Combinations=== | ||
---- | You can combine some properties to create special properties, You don't actually need to do anything to combine them, Just have them both on the same chemical. | ||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 25%; margin: auto;" |Properties Required | |||
|- | |||
|[[Researcher#DFB|Defibrilating]] | |||
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]] | |||
|- | |||
|[[Researcher#TMB|Thanatometabolizing]] | |||
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]] | |||
|- | |||
|[[Researcher#HDN|Hyperdensificating]] | |||
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]] | |||
|- | |||
|[[Researcher#HTR|Hyperthrottling]] | |||
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]] | |||
|- | |||
|[[Researcher#NRS|Neuroshielding]] | |||
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]] | |||
|- | |||
|[[Researcher#AAD|Antiaddictive]] | |||
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]] | |||
|- | |||
|[[Researcher#ADT|Addictive]] | |||
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]] | |||
|- | |||
|Abominations against god and man. | |||
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]] | |||
|- | |||
|} | |||
===Hints=== | |||
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here's some things to keep in mind: | |||
* You need 30 units of a chemical for the XRF to work. If you don't have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical's properties, given enough clearance. | |||
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab. | |||
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing. | |||
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood. | |||
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two. | |||
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect. | |||
* If you can't rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics. | |||
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution. | |||
== | ==Chemical Distribution== | ||
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO's approval before performing mass distribution, because if an accident happens it will be ''your'' medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals. | |||
{| class="wikitable" | |||
! style="background-color:#A9A9A9; width:100px;"|Picture | |||
! style="background-color:#A9A9A9; width:150px;"|Name | |||
! style="background-color:#A9A9A9;"|Explanation | |||
|- | |||
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It's an efficient way to store a lot of chemical volume, but that's the only upside, really. | |||
|- | |||
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field. | |||
|- | |||
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling. | |||
|- | |||
|[[File:Acid_harness.png|64px]]|| ACID Harness || '''A'''utomated '''C'''hemical '''I'''ntegrated '''D'''elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. | |||
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes. | |||
A couple of harnesses will be available in the test lab, but if you need more then you can make one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables. | |||
To configure the A.C.I.D. use a multitool / security access tuner on the webbing. | |||
'''A.C.I.D. Core Configuration''' | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
! style="background-color:#A9A9A9; width:120;"|Config | |||
! style="background-color:#A9A9A9; width:250;"|Type | |||
! style="background-color:#A9A9A9;"|Description | |||
|- | |||
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user's condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again. | |||
|- | |||
| Damage Threshold || Setting || How much damage must be present in any ''damage type'' configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition. | |||
|- | |||
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time. | |||
|- | |||
| Brute || Damage || External brute damage. | |||
|- | |||
| Burn || Damage || External burn damage. | |||
|- | |||
| Toxin || Damage || Internal toxin damage. | |||
|- | |||
| Oxygen || Damage || Internal oxygen damage. | |||
|- | |||
| Genetic || Damage || Genetic cell damage. | |||
|- | |||
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ. | |||
|- | |||
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored. | |||
|- | |||
| Bleeding || Condition || Whether or not the user is bleeding. | |||
|- | |||
| Internal || Condition || Whether or not the user has internal bleeding. | |||
|- | |||
| Bloodloss || Condition || Whether or not the user has less than 40% blood. | |||
|- | |||
| Fracture || Condition || Whether or not the user has a bone fracture. | |||
|- | |||
| Splinted || Condition || Whether or not the user is wearing a splint. | |||
|- | |||
| Organ damage || Condition || Whether or not an organ has 10 or more damage. | |||
|- | |||
| Organ failure || Condition || Whether or not an organ has 30 or more damage. | |||
|- | |||
| Death || Condition || Whether or not the user is currently dead. | |||
|- | |||
| Defibrillation || Condition || Whether or not the user has just been defibrillated. | |||
|- | |||
| Concussion || Condition || Whether or not the user has been knocked down or knocked out. | |||
|- | |||
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating. | |||
|- | |||
| Foreign Object || Condition || Whether or not the user contain a foreign object. | |||
|- | |||
| Optimal || Vitals || User is 100% healthy. | |||
|- | |||
| Nominal || Vitals || User is between 80-100% healthy. | |||
|- | |||
| Low || Vitals || User is between 40-80% healthy. | |||
|- | |||
| Very Low || Vitals || User is between 10-40% healthy. | |||
|- | |||
| Critical || Vitals || User is between -10-10% healthy. | |||
|- | |||
| Emergency || Vitals || User is less than -10% healthy, but not dead. | |||
|- | |||
|} | |||
|- | |||
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions. | |||
|- | |||
|} | |||
= | =Alien Research: Xenology= | ||
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. | |||
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen. | |||
===Xenology Blood Research=== | |||
Each alien will have two or more unique liquids/blood samples to collect. To analyze alien blood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 'units' of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate. | |||
=== | ==== Xeno Blood properties: ==== | ||
* | * Acidic Blood - Deals 3 burn damage. | ||
* | * Dark Acidic Blood - Deals 6 burn damage. | ||
* | * Pheromone Plasma - Makes you high, '''fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.''' | ||
* | * Catecholamine Plasma - '''Makes you faster'''. | ||
* Chitin Plasma - '''Prevents fractures.''' | |||
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate. | |||
* Anti-Neurotoxin - '''Neuro-Shielding, Prevents being stunned by all neurotoxin.''' | |||
* Purple Plasma - Deals 2 brute damage. | |||
* Egg Plasma - Infects with Xeno larva, '''useful in research'''. | |||
* Royal Plasma - Makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, '''useful in research'''. | |||
== | ===Xenology Body and Live Specimen Study=== | ||
You will need the Marines' assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. | |||
'''HOWEVER,''' making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good. | |||
'' | The better solution is making '''Corrupted Hive'''. These are '''''potentially''''' friendly Xenos that can be used to help in combat and ship security. | ||
=== | ==== Materials ==== | ||
* | * Clearance Level 5X | ||
* | * Egg plasma - extracted from Xeno eggs | ||
* | * Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian) | ||
== | ==== Let's Start Making Xenos ==== | ||
--- | * Make sure you have Level 5X clearance. | ||
* Scan or re-scan Royal Plasma. | |||
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly. | |||
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process. It will also take some time to gestate. | |||
* Infect monkey with an egg, or by injecting Egg plasma. | |||
* Inject 5 units of your chemical containing Ciphering 2 before the larva hatches. | |||
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process. | |||
=Dropship Upgrade= | |||
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at. | |||
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view. | |||
The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, '''you cannot remove the vial after it`s inserted''' screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades. | |||
=Hydroponics Research= | |||
<big>'''Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.'''</big> | |||
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer's research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. | |||
{| style="width: 100%; border: none" | |||
|style="width: 100%; vertical-align: top;" | <tabs> | |||
<tab name="Machines"> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:100;"|'''Machine:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hydroponicstray.png|64px]]<br>'''Hydroponics tray '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A specialised tray to grow plants in. You may right-click the tray and select '''Flush Tray''' to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant: | |||
*'''Green:''' Plant is ready to be harvested. | |||
*'''Red:''' Plant is unhealthy, old-aged or dead. | |||
*'''Orange/Red flash:''' High amount of weeds or pests. | |||
*'''Yellow:''' Low amounts of nutrients in the tray. | |||
*'''Blue:''' Low amount of water in the tray. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Seedvendor.png|64px]]<br>'''MegaSeed Servitor''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Vendor that contains the basic seeds needed to get started. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Seedextractor.png|64px]]<br>'''Seed extractor <br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Centrifuge.png|64px]]<br>'''Lysis-isolation Centrifuge''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. | |||
The | Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system. | ||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Bioballistic.png|64px]]<br>'''Bioballistic delivery system.''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to positively select your plants. If you modify a sample genome too many times, the genome will decay completely. | |||
|} | |||
</tab> | |||
<tab name="Items"> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:100;"|'''Item:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Floradisk.png|64px]]<br>'''Flora data disk '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantanalyzer.png|64px]]<br>'''Plant analyzer '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to analyze plants quickly and get a reading of its general properties. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hoe.png|64px]]<br>'''Mini hoe '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantclipper.png|64px]]<br>'''Plant Clippers '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hatchet.png|64px]]<br>'''Hatchet '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to cut down large plants into smaller parts. Usually wood. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Spade.png|64px]]<br>'''Spade '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to move dirt around. But we don't have dirt onboard, so it has little purpose right now. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Bucket.png|64px]]<br>'''Bucket '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Its a bucket. Fill it with water and pour it somewhere. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantbag.png|64px]]<br>'''Plant bag '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hydroponicsspray.png|64px]]<br>'''Hydroponics spray '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them. | |||
</tab> | |||
<tab name="How to do Hydroponics Research"> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:100;"|'''Subject:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Identifying Genes '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you've identified the gene. '''A gene label represents the same trait across all plants'''. | |||
Some traits won't do much, while others can have drastic effects. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Mutating plants '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Keeping your plants alive '''<br>''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. | |||
</tab> | |||
</tabs> | |||
|} | |||
==Your Skillset== | ==Your Skillset== | ||
{{MarineSkills | |||
|endurance=1 | |||
|medical=3 | |||
|surgery=2 | |||
|research=1 | |||
|intel=1 | |||
}} | |||
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | |||
= Additional User made information= | |||
*[ | * [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson |
Revision as of 21:27, 16 June 2023
Difficulty: Medium Supervisors: Chief Medical Officer, Commanding Officer/Executive Officer Rank: Second Lieutenant Duties: Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals. Guides: Guide to Chemistry, Guide to Paperwork Unlock Requirements: Five hours as medical roles. Detailed Description: You're a commissioned officer of the USCM, though you are not in the ship's chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor. |__________| |
"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before." ―Dr. Wren, Alien Resurrection
Role
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways.
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.
Chemical Research: Pharmacology
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause more harm if they are used together. Consult the chemistry guide for more details.
Researching Chemicals
As a medical researcher on-board the USS Almayer you're tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You'll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!
A lot of your work will require a resource called Research Credits. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes.
The Company has provided your laboratory with an Advanced X-Ray Fluorescence Scanner to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company's interest in your lab will increase. They might even pay USCM High Command.
Research Machines
Properties
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. <POTENCY> is the level of the property.
The DISABLED rarity means this property can't appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.
All effects are applied once per life tick. Life ticks happen once every two seconds.
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.
Positive
Code | Name | Rarity | Effect | OD | Crit OD | Touch |
---|---|---|---|---|---|---|
ATX | Antitoxic | COMMON |
|
|
|
N/A |
ACR | Anticorrosive | COMMON |
|
|
|
N/A |
NGN | Neogenetic | COMMON |
|
|
|
|
REP | Repairing | UNCOMMON |
|
|
|
|
HMG | Hemogenic | COMMON |
|
|
|
N/A |
NEU | Neutralizing | UNCOMMON |
|
|
|
|
DSR | Disrupting | UNCOMMON | N/A |
|
|
|
NST | Nervestimulating | RARE |
|
|
|
IF POTENCY>7, works on touch.
|
MST | Musclestimulating | RARE |
|
|
|
|
PNK | Painkilling | COMMON |
|
|
|
N/A |
HPP | Hematopeutic | UNCOMMON |
|
|
|
N/A |
NPP | Nephropeutic | UNCOMMON |
|
|
|
N/A |
PNP | Pneumopeutic | UNCOMMON |
|
|
|
N/A |
OCP | Oculopeutic | COMMON |
|
|
|
N/A |
CDP | Cardiopeutic | UNCOMMON |
|
|
|
N/A |
NRP | Neuropeutic | COMMON |
|
|
|
N/A |
BNM | Bonemending | UNCOMMON |
|
|
|
N/A |
FLX | Fluxing | UNCOMMON |
|
|
|
N/A |
NRC | Neurocrygenic | UNCOMMON |
|
|
|
|
CRL | Crystallization | UNCOMMON |
|
N/A | N/A | N/A |
PTS | Photosensitive | UNCOMMON |
|
N/A | N/A | N/A |
APS | Antiparasitic | UNCOMMON |
|
|
|
N/A |
OGS | Organstabilize | COMMON |
|
|
|
N/A |
EGN | Electrogenetic | COMMON |
|
N/A | N/A | N/A |
DFB | Defibrillating | RARE |
|
|
|
|
HDN | Hyperdensificating | RARE |
|
|
|
N/A |
NRS | Neuroshielding | RARE |
|
|
|
N/A |
AAD | Antiaddictive | RARE |
|
|
|
N/A |
TRF | Transformative | RARE IRRITANT |
|
|
|
N/A |
FUL | Fueling | COMMON |
|
N/A | N/A |
|
OXI | Oxidizing | COMMON |
|
N/A | N/A |
|
FLW | Flowing | COMMON |
|
N/A | N/A | N/A |
EXP | Explosive | COMMON |
|
|
N/A | N/A |
CSL | Cardiostabilizing | DISABLED |
|
|
|
|
AID | Aiding | DISABLED |
|
|
|
N/A |
OXG | Oxygenating | DISABLED |
|
|
|
N/A |
ACG | Anticarcinogenic | DISABLED |
|
|
|
N/A |
Neutral
Code | Name | Rarity | Effect | OD | Crit OD |
---|---|---|---|---|---|
CMB | Cryometabolizing | COMMON |
|
N/A | N/A |
TMB | Thanatometabolizing | RARE |
|
N/A | N/A |
EXT | Excreting | UNCOMMON |
|
N/A | N/A |
NTR | Nutritious | COMMON |
|
N/A | N/A |
KTG | Ketogenic | COMMON |
|
| |
NIH | Neuroinhibiting | UNCOMMON |
|
|
|
AOL | Alcoholic | COMMON |
|
|
|
HLG | Hallucinogenic | COMMON |
|
|
|
RLX | Relaxing | COMMON |
|
|
|
HPR | Hyperthermic | COMMON |
|
|
|
HPO | Hypothermic | UNCOMMON |
|
|
|
BLD | Balding | UNCOMMON |
|
|
|
FLF | Fluffing | UNCOMMON |
|
|
|
ALG | Allergenic | UNCOMMON |
|
N/A | N/A |
EPH | Euphoric | UNCOMMON |
|
|
|
EME | Emetic | UNCOMMON |
|
|
|
PST | Psychostimulating | COMMON |
|
|
|
AHL | Antihallucinogenic | COMMON |
|
|
|
OMB | Hypometabolic | UNCOMMON |
|
N/A | N/A |
SDT | Sedative | COMMON |
|
|
|
HTR | Hyperthrottling | RARE |
|
|
|
VIS | Viscous | COMMON |
|
N/A | N/A |
TSL | Thermostabilizing | DISABLED |
|
|
|
FCS | Focusing | COMMON |
|
|
|
UNK | Unknown | DISABLED |
|
|
|
Negative
Code | Name | Rarity | Effect | OD | Crit OD | Touch |
---|---|---|---|---|---|---|
HPX | Hypoxemic | COMMON |
|
|
|
N/A |
TOX | Toxic | COMMON |
|
|
|
|
CRS | Corrosive | COMMON |
|
|
|
|
BCD | Biocidic | COMMON |
|
|
|
N/A |
INV | Intravenous | COMMON |
|
N/A | N/A | N/A |
PNG | Paining | UNCOMMON |
|
|
|
N/A |
HML | Hemolytic | UNCOMMON |
|
|
|
N/A |
HMR | Hemmorrhaging | UNCOMMON |
|
|
|
|
CRG | Carcinogenic | COMMON |
|
|
|
N/A |
HPT | Hepatotoxic | UNCOMMON |
|
|
|
N/A |
NPT | Nephrotoxic | UNCOMMON |
|
|
|
N/A |
PNT | Pneumotoxic | UNCOMMON |
|
|
|
N/A |
OCT | Oculotoxic | UNCOMMON |
|
|
|
N/A |
CDT | Cardiotoxic | COMMON |
|
|
|
N/A |
NRT | Neurotoxic | COMMON |
|
|
|
|
EMB | Hypermetabolic | UNCOMMON |
|
N/A | N/A | N/A |
ADT | Addictive | RARE |
|
|
|
N/A |
HST | Hemositic | DISABLED |
|
|
|
N/A |
Special
Code | Name | Rarity | Effect | OD | Crit OD | Touch |
---|---|---|---|---|---|---|
BST | Boosting | LEGENDARY |
|
N/A | N/A | N/A |
REG | Regulating | LEGENDARY | N/A |
|
|
N/A |
HGN | Hypergenetic | LEGENDARY |
|
|
|
|
PTR | Fire penetrating | LEGENDARY |
|
N/A | N/A | N/A |
DDI | DNA disintegrating | LEGENDARY |
|
N/A | N/A | N/A |
CIP | Ciphering | DISABLED |
|
N/A | N/A | N/A |
XMB | Crossmetabolizing | ADMIN |
|
N/A | N/A | N/A |
MYO | Embryonic | ADMIN |
|
N/A | N/A | N/A |
RAV | Ravening | ADMIN |
|
N/A | N/A | N/A |
CUR | Curing | ADMIN |
|
N/A | N/A | N/A |
OMN | Omnipotent | ADMIN |
|
N/A | N/A | N/A |
RAD | Radius | ADMIN |
|
N/A | N/A | N/A |
INT | Intensity | ADMIN |
|
N/A | N/A | N/A |
DUR | Duration | ADMIN |
|
N/A | N/A | N/A |
Property Combinations
You can combine some properties to create special properties, You don't actually need to do anything to combine them, Just have them both on the same chemical.
Name | Properties Required |
---|---|
Defibrilating | Muscle Stimulating, Cardiopeutic |
Thanatometabolizing | Hypoxemic, Cryometabolizing, Neurocrygenic |
Hyperdensificating | Muscle Stimulating, Bonemending, Carcinogenic |
Hyperthrottling | Psychostimulating, Hallucinogenic |
Neuroshielding | Alcoholic, Balding |
Antiaddictive | Psychostimulating, Antihallucinogenic |
Addictive | Psychostimulating, Neurotoxic |
Abominations against god and man. | Ciphering, Crossmetabolizing |
Hints
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here's some things to keep in mind:
- You need 30 units of a chemical for the XRF to work. If you don't have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical's properties, given enough clearance.
- Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.
- You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.
- Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.
- There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.
- Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.
- If you can't rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.
- Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.
Chemical Distribution
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO's approval before performing mass distribution, because if an accident happens it will be your medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.
Alien Research: Xenology
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use.
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.
Xenology Blood Research
Each alien will have two or more unique liquids/blood samples to collect. To analyze alien blood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 'units' of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.
Xeno Blood properties:
- Acidic Blood - Deals 3 burn damage.
- Dark Acidic Blood - Deals 6 burn damage.
- Pheromone Plasma - Makes you high, fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.
- Catecholamine Plasma - Makes you faster.
- Chitin Plasma - Prevents fractures.
- Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.
- Anti-Neurotoxin - Neuro-Shielding, Prevents being stunned by all neurotoxin.
- Purple Plasma - Deals 2 brute damage.
- Egg Plasma - Infects with Xeno larva, useful in research.
- Royal Plasma - Makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, useful in research.
Xenology Body and Live Specimen Study
You will need the Marines' assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait.
HOWEVER, making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.
The better solution is making Corrupted Hive. These are potentially friendly Xenos that can be used to help in combat and ship security.
Materials
- Clearance Level 5X
- Egg plasma - extracted from Xeno eggs
- Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)
Let's Start Making Xenos
- Make sure you have Level 5X clearance.
- Scan or re-scan Royal Plasma.
- Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly.
- Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process. It will also take some time to gestate.
- Infect monkey with an egg, or by injecting Egg plasma.
- Inject 5 units of your chemical containing Ciphering 2 before the larva hatches.
- Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.
Dropship Upgrade
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view. The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, you cannot remove the vial after it`s inserted screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.
Hydroponics Research
Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer's research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics.
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Your Skillset
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To find out about how the skill system works head over to the skills system page.
Additional User made information
- Magnum Opus on Research by Cory Paulson