Boggle08 Posted April 22 Posted April 22 (edited) Serious question, now that this role is getting ready to be skill constrained. I could tell you what an atmospheric technician is versus an Engineer, at this point they both have distinct, clearly defined domains that the community refuses to overlap over. Medical is even more overt. The Scientist role is an extremely broad wildcard, with very loosely enforced job knowledge expectations. Just to give an example, One of my characters is a Cryonics researcher that develops augments and new techniques related to cryonics and their applications in medicine and defense. In order to do her job, she starts the round off by building RnD processors, using machine frame construction steps. She must know how to work the protolathe in order to do this. Then, she usually prepares a bevy of Cryonic research chemicals for testing, and finally, applies them using integrated circuits. In order to monitor test subjects, she has to know how to use medical diagnostic equipment. She occasionally makes freeze ray themed modular weapons, as it overlaps with her interest of study, and she knows how to do, and has performed many times in the past, without administrative action, body cavity surgery to install or remove integrated circuit augmentations. We have an operating table with all the tools to do this. I have not even mentioned that telescience is something that this job role has casual access to, and that its something the moderation already monitors for skill creep, despite this being something that the scientist role has casual access to in the same way atmospheric techs can just walk into the Supermatter and set it up or modify it. Frankly, this lenience when it comes to scientist skills is what makes the role less miserable to play. We strive for interdependency on this server, but of course, science rarely has anything the rest of the ship wants, needs, or would treat as a priority. This leniency is what helps the few scientists still playing get shit done when code blue forces engineering, medical, security, and sometimes even operations into permanent standby. I think it's inevitable that this role is going to get constrained, our administrative staff already police when a scientist knows too broadly how to use the tools available to them. However, it's important to consider that having a broad range of knowledge, in a game where everyone is mechanically constrained, is leverage in and of itself. This is something that the current science role could provide as a utility for the rest of the crew, as long as they observe the IC regulatory guardrails surrounding the department, and the constraints placed upon them aren't too restrictive. My Cryonicist doesn't install augments or perform experimental medical procedures on people unless they sign a release form, or gets consent from whichever department she issues equipment to. The worst form of hell for the scientist is if they are confined to like, protolathe, and then a single other choice of circuits, chemistry, telesci, or guns. This will not encourage more people to play science due to interdependency; this will drive people further away as it narrows what you're allowed to do in an already shallow department. Edited April 22 by Boggle08 5
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