Roboticist/D2K5: различия между версиями

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!style="background-color:#DDA0DD;" width=200|Профессия
 
!style="background-color:#DDA0DD;" width=200|Профессия

Версия от 19:00, 19 апреля 2014

В разработке…


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Профессия Роль Сложность
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Роботехник
Доступ: Robotics; Technical Storage; Maintenance

Подчинение: Chief Engineer

Описание: Просирает все свои инструменты и пытается делать жопоробота.

Guides: Guide to Robotic

Средне


Robotics

A small room just to the north of Medical Bay, Robotics is where the roboticist starts a new round and generally where cyborgs will be constructed. In the west, there are three robotics fabricators and a research computer. To the east, he'll find an operating table, a computer that monitors the vitals of whoever's on that table, a disposal chute for flushing trash and bodies alike, a cargo transporter pad, a Module Rewriter, and a couple of cyborg recharging stations.

Item-wise, this room also starts with some scapels and circular saws for surgery, a cargo transporter, a cell charger, a multitool, a proximity sensor, a fire extinguisher, and a spare crowbar. The chest next to the research computer contains supplies for robot construction, including Coils of Wire, 15000-charge Power Cells and a large amount of metal.


Constructing a Cyborg

The procedure for making a basic cyborg is as follows.

1. Add metal to the robotics fabricators by placing a sheet of it your active hand and clicking on the fabricator unit. 2. Fabricate a cyborg frame, head, chest, right arm, left arm, right leg, and left leg in any order. 3. Add 2 flashes into the head, by picking them up and clicking the head.

   Совет: Even depleted flashes work for this step.

4. Add wire and a charged cell to the chest piece in the same manner 5. Add the head, chest, and limbs to the cyborg frame (now titled a "robot suit") by picking the parts up and clicking on the suit.

6. Remove the brain from the subject to be "borged".

    1. Grab the subject and clicking on the operating table.
    2. Wield your scalpel in one hand and circular saw in the other.
    3. Target the head by clicking on that region on the paper doll in the upper-right corner of your HUD
    4. Use the surgical tools on the subject in the order scalpel->saw->scalpel->saw.

7. Add the Brain to the completed robot suit by clicking it with the brain in your active hand.

Congratulations! If the power cell was charged, the person should now have control of their new robotic body! To find out how to stop it repeatedly assaulting you, see Cyborg.

If you happen to run out of materials at any time, you can likely find some metal and glass in the tool storage room, or alternatively, have the Miners or Quartermasters send you some via the Cargo Transporter in the room.


Using Your Computer

The roboticist's research computer can be used to uncover exciting new technologies in a manner not at all unlike Pathology or Artifact Lab progression. Once a research item is complete, the roboticist can download any new manufacturing plans to the robotics fabricators for production. The research process is as follows.

1. Open the computer console by clicking on it. 2. Insert your ID by moving it to your active hand and pressing the input space next to "Card". 3. Type "login", then eject and retrieve your ID card. 4. Type "run automate" to start of the research program. 5. The computer will now display the different commands you can use with this program. You'll want to start with "research". 6. A list of possible research items will appear. Type "research [name of option]" to begin the process. 7. The computer will begin researching. Earlier tiers of research are completed faster.

   Type "status" to see how much time is left. When it finishes researching, start it researching another topic.

8. When you have researched enough options, typing "research" will give you a message about advancing to the next tier with the "advance" command. Type it as shown to unlock a new level of research options.

   TIP: Advancing as soon as possible is not mandatory; you may choose to stay with a particular research tier until researching all of its contents.


Research Tree

Tier One

Tier One robotics technologies take 1:40 to research and primarily require pharosium.

1.Improved Manufacturing Units: Makes manufacturing use up less material
2.Basic Drone Schematics: Securitron, medibot firebot, floorbot, cleanbot
3.Sensory Prostheses: VISOR goggles (allow blind to see), auditory headset (allows deaf to hear)
4.Improved Cyborg Modules: Mining, atmospherics, and vendor cyborg modules
6.Basic Cyborg Upgrades: Propulsion upgrade (jetpack), recharge and repair packs (single-use), speed upgrade, optical meson upgrade

Tier Two

Tier Two research takes 3:20 each to complete. Claretine is useful here.

1.Superior Manufacturing Units: Makes manufacturing use up even less material
2.Improved Research Algorithms: - reduces research time by 20% (down to 2:40 for tier two research)
3.Improved Rewriting & Recharging: Makes the Module Rewriter nearly instantaneous and cyborg recharge stations much faster
4.Superior Cyborg Modules: Security, construction, and chemistry cyborg modules
5.Improved Cyborg Upgrades: Operational (???), force-shield, heat shield, optical thermal, and charge expander upgrades

Tier Three

Tier three research takes 5:00 (4:00 with the T2 improved research algorithm), except for improved implants, which take 2:30 (2:00 with improved algos). These require super fancy ores!

1.Efficient Manufacturing Units: Makes manufacturing a little cheaper yet again
2.Rapid Manufacturing Units: Makes fabricating parts and items considerably faster
3.Improved Implants: Machine translator (use robotic speak channel with :s) and blood-monitor (check if someone is alive) implants.
4.Superior Cyborg Upgrades: Efficiency (saves energy), self-repair, teleport, and expansion (adds upgrade slot) upgrades

Tier Four

???

1.Advanced Research Algorithms: Helps you research the only remaining item faste-...???
2.Advanced Manufacturing Units: Because God damn, you love saving metal.

Production

When research is completed, you'll have to download the new schematics to the fabricators. The option is at the very bottom of the fabricator menu.

All these fancy new toys won't come cheap. They require resources to be produced, some of which aren't even available on the station. Luckily, the three most heavily-demanded minerals are mauxite, molitz, and pharosium; these are usually readily available in the form of metal sheets, glass sheets, and cable coils, respectively.

More exotic ores will be necessary the further research advances. The only place to get these ores is the asteroid field around the mining outpost. The two chief methods of getting them are politely asking miners for aid or creating your own mining cyborg(s) to fly out there for you. With any luck, either of these approaches will result in crates of useful minerals being teleported to the robotics transportation pad - that flashy floor tile along the south wall.

TIP: A mining module alone usually isn't enough for a cyborg to safely mine with. A propulsion upgrade will make things infinitely easier for him. You can install        upgrades to a functioning cyborg by using your ID on it to unlock its interface, a crowbar to pry open its chest cavity, and then just stuffing the upgrade inside!  Science these days... don't forget to close it all back up when you're done.

Cyborg Upkeep and Upgrades

Modules

If a cyborg is finding their current function unfulfilling, or the roboticist wishes to change their type to one of the fancy new ones he's developed, he'll want to consult the Module Rewriter.

To change a cyborg's module, the roboticist has to remove it by using his ID and a crowbar on its chest, then using an empty hand to pull out the module card.

TIP: This is used for removing many things from cyborgs, like upgrades and power cells. Be careful with what you withdraw!
TIP: When first created, cyborgsdon't have modules, so don't waste your time trying to remove one from them. The cyborg will first have to open up his control panel  and select a starting module manually.

He then must insert the module into the rewriter and select the desired module. After some time, it will eject the rewritten module. Placing the card back into the cyborg is simply a reversal to the process just discussed.

Power Cells

With all these upgrades and modules, cyborgs can run out of power pretty fast. Some power cells are low-charge, holding only half the energy of their high-capacity brethren; a good roboticist pays attention to which ones he's using. If, for some reason or another, an energy-deficient cyborg cannot bring himself to step in the recharging station, the roboticist may remove its power cell for a slower recovery in the supplied cell recharger.

TIP: Replacing a power cell uses the exact same process as replacing a module card.

Upgrades

Upgrades are installed and removed by opening the cover of the cyborg, then clicking on it with the upgrade in hand. A cyborg can only hold two upgrades at once, and many of them drain additional charge. There are a wide spectrum of upgrades that cater to an equally wide spectrum of modules. Mining cyborgs could do well with a propulsion upgrade to get around, while security cyborgs might prefer optical thermal scanners or a speed upgrade for more efficient law-bringing. To build upgrades you'll need to research them first, then click the "Download Available Schematics" button at the bottom of the parts fabricator menu.

Brains If your cyborg appears to have gone braindead, or the one you recovered from that corpse you found in Disposal turns out to be substandard, you can remove the brain from the suit by using your ID and then a screwdriver on the cyborg. This will open the head cover, allowing you to manually remove and replace the brain.


Non-Cyborg Robots

Aside from creating twisted combinations of metal and flesh, the roboticist can also create less sophisticated robots for specific tasks. He can produce these from the fabricators after researching "Basic Drone Schematics", but they can also be handmade through some simple recipes that often save time, effort, and materials anyway.

Medibot

The medibot automatically injects hurt people nearby with tricordrazine or, if modified, whatever the user inserts in a beaker. Medibots can be emagged with a cryptographic sequencer, causing them to repeatedly inject anyone in sight with unhelpful chemicals. To build one manually, combine the following in order:

1.Left or right robot arm 2.EMPTY medkit of any color

TIP: If you want to personalize it a bit, using a pen on the medkit/robot arm assembly lets you name it whatever you want.

4.Health analyzer, conveniently located in every medkit 5.Proximity sensor; one starts in the Robotics lab

Cleanbot

Cleans floors without leaving slippery water. Emagging it undoes this helpfulness; it'll soak floors everywhere for everyone to slip on. To build one manually, combine the following in order:

1.Blue bucket from the janitor's closet) 2.Proximity sensor 3.Left or right robot arm

Firebot

The firebot murders fires. When emagged, it knocks people into nearby walls with surprising efficiency. To build one manually, combine the following in order:

1.Empty toolbox (red) 2.Right or Left robot arm 3.Fire extinguisher 4.Proximity sensor

Floorbot

Given a sufficient supply of metal, the floorbot will automatically replace any damaged floor tiles it sees. An emagged floorbot will instead rip up those floor tiles and leave a dangerous wake of freezing and choking vacuum conditions. To build one manually, combine the following in order:

1.Empty toolbox (blue) 2.Floor tile 3.Proximity sensor 4.Left or right robot arm

Securitron

The last thing you'll ever see Securitrons are endlessly loyal security drones that stun and handcuff people who are brandishing unauthorized weapons or who are set to "arrest" in the security records. Emagging it will make it stun and arrest everyone, but the security team usually does that part by themselves. To build one manually, follow these steps:

1.Use a screwdriver on a Remote Signalling Device 2.Combine it with a security helmet 3.Use a lit welder on the resulting assembly 4.Combine it with a proximity sensor 5.Then a left or right robot arm 6.And a stun baton to finish

A notorious securitron called Officer Beepsky spawns in security.

Buttbot

It is an automated butt with a robot arm sticking out of it. A buttbot will occasionally copy things people say and randomly replace their words with, "butt." "You can imagine the hilarity." -> ~"You butt imagine the butt." To build one manually, combine the following in order:

1.Butt 2.Robot arm

Replicant

Replicants are cyborgs made to look like humans. They are functionally identical to cyborgs. To make one, simply add a minimum of thirty units of synthetic flesh to a finished but empty robot suit. Add the brain as normal.

TIP: Chemistry is pretty much your only hope of getting synthetic flesh. Be nice.


Other Tips

1.Roboticists have the means to procure butts, a fashionable item of headwear, among their many uses. The secret of their appropriation is closely held amongst the roboticist brotherhood. Removing one's butt prevents them from manually pooping.

2.If your tools are stolen or go missing, you can make more with your fabricator.

3.Oh no, are you out of flashes? Hack the fabricator!

Treachery

A roboticist makes a decent traitor due to his maintenance access and his immediate supply of flashes, which can be used to incapacitate anyone instantly.

1.Use your maintenance access to find somewhere secluded to spawn your traitor gear or do your murdering. Note there's also a number of gasmasks in maintenance that can be used as part of a disguise.

2.The large amount of Flashes in robotics also makes it a tempting target for Revolutionaries

3.Eccentricity is expected in a roboticist. No one will question you dragging a corpse through the hallways, both of you covered in blood, if you explain that you're bringing a volunteer back to the lab

4.Many people will come to you asking to be made into a cyborg. Use this to your advantage. Who knows, your target may ask to be made into a cyborg even. Lobotomy is a stylish and relatively quick way of finishing off an unconscious opponent, presuming you can get them to the surgery table in time. Once you cut out their brain, dispose of their body in the waste chute next to the operating table for a stealthy kill.

5.Syndieborgs are one of the most powerful syndicate items due to how powerful cyborgs can be in combat and because of their access to the whole station, but be aware that they cannot recognize Revolutionaries or Rev Heads, this however doesn't stop them from hunting down and brutally murdering Heads of Staff. Syndieborgs are expensive, so choose a brain for them wisely.

6.Building robots and then emagging them en-mass is a great way to sow destruction and disorder throughout the station.

7.Your cyborgs won't follow your command unquestioningly on the default lawset, making a robot uprising somewhat tricky. Easy solution? Go and mess with the laws, create a personal robot army, and conquer the station with your mechanical army. Far more entertaining than just using a bunch of emagged drones, if less practical.