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58 changes: 14 additions & 44 deletions src/design/jobs/scientist.md
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Scientist is a general purpose **Research** job focused on round progression.
Their primary task is the management of the [Portal Generator](../masks/crew.md) and the general completion of telescience research.
Beyond working on the crew objective, scientists also unlock useful upgrades for the crew as they progress.

## Telescience or How to Move Through Space
## True Crew?
The interesting part about the scientist's dynamic on the station is how it plays into the greater crew objective of telescience.
The obvious part is that while anyone is capable of doing the actions of telescience, the fact that it's locked inside of science means that it's primarily the job of scientist's to take care of anomalies and ensure the objective is progressing.

The primary task of scientists is the maintenance of the **Portal Generator** and the steady progression of the station objective.
While this is not a proactive task, it does give the objective a first line of defense against potential sabotage.
In the same way that engineers safeguard the station's power supply, scientists safeguard the station's objective.
This situation starts to unfold once science *stops* doing their job: what does it mean if scientists are neglecting telescience?
Are the scientists evil? Have they been intercepted and killed off?

Scientists additionally hold domain over when to activate **Portal Events** and advance, but this comes with a reasonable expectation of responsibility.
This is reinforced through their toolset, which is designed either to counter the events either directly (through dedicated machines) or indirectly (a shotgun fixes lots of problems).
The scientist, more than most other roles, is defined by the completion of their job and their dedication to that purpose.
While there is certainly leeway with constantly being on the grind, the abandonment of their post is usually a sign pointing to secretly being a member of another troupe.

In general, Science leans the hardest into the crew objective and has the most freedom in pursuit of it.
This is a double-edged sword, though, as it means that non-crew scientist must work at their own expense lest their draw suspicion from the crew.
## Suited for Research
Scientists are immediately geared for completing research through a variety of tools, like anomaly devices and radiation suits..
These can be considered the bare minimum supplies for working on anomalies, as they give a scientist protection from the baseline radiation as well as the ability to actually contain the anomaly itself.

### Material Supply

Telescience and portal events serve as a major source of materials for the station.
As the portal events teleport in chunks of the alien world, players will be able to harvest resources from them and process them into materials.

This makes the process of material collection more eventful and reactive; rather than salvagers going out and mining ore when they get bored, the whole crew is given regular opportunities when they know there'll be materials on-station for them to harvest.
Rather than needing to wait for someone else to collect materials (which can happen randomly at any point during the round) the crew is made aware of _when_ influxes of materials will be coming in and are even given the opportunity to take part in the process.

While scientists are of course free to spearhead the value extraction process, it is first and foremost a democratized crew activity

## RR (Research Rogue-likening)

Upon activation of a Portal Event, the scientists will be given an opportunity to unlock a permanent upgrade for the station in the form of a new technology.
This creates a mechanical parallel between the advancement of the station's progress and the progression of the crew's abilities.
As the objective is completed, the crew will, in turn, become more powerful, placing pressure on other troupes.

The selection process for new technology is fairly simple: 3 random options are given and all scientists must vote on which one to pick.
Voting is done generically at a console, so if no scientists are present, the vote can be opened to all crew.

### PowerGaming Optimization
This is a general overview of characteristics of technology that I think create the best experience.
Study these closely!

#### 1. Generally Useful
New technology should be useful to all people on the station.
It should not be an improvement to a single job, but rather a general beneficial mechanic or interaction that every player can take advantage of.

#### 2. New Type of Play
Technologies should offer novel interactions and mechanics for players rather than being strictly better versions of existing items.
If something is good enough to tolerate a whole round with, then your upgrade will never be substantial enough to matter.

#### 3. Ease of Distribution
Unlocked technologies are for the benefit of the crew and, as such, should be easy to get into the hands of the entire crew.
This ease of access includes both physical barriers like strict material requirements as well as social barriers like being seen as contraband.
A system where crew are unable to get these items is one where they might as well not exist.
The general dynamic of research equipment operates as a sort of duality.
Scientists keep guard of the most essential equipment, which is difficult to access in order to prevent constant tampering and interference.
However, this equipment does not provide a ton of safety from the effects of telescience.
Other members of the crew, through their various tools, are more suited to dealing with the threats that telescience can pose, which in turn pushes them to collaborate with scientists by mitigating damage that the anomalies cause.
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The main objective of the crew lies within the science department: the Portal Generator.
This massive machine is capable of instantly teleporting objects across space, and it's the teams way to victory, if they can charge it up.

Succeeding in telescience is meant to be a largely hands-off process.
Succeeding in telescience is meant to be a relatively-easy process.
As the sorta gameplay default, the crew are positioned to win so long as they keep things running and prevent other troupes from winning.
So long as minimum effort is exerted, the crew should always be able to win.
The crew entirely failing is more of a default case in the event of something catastrophic that would otherwise stall the round.

## Telescience
In order to win, the crew must charge up the portal generator before the end of the round.
This is done passively through simply supplying it with constant power.
Note that, while this is relatively low skill, it can still be (temporarily) sabotaged: either by cutting power supply or destroying components of the portal generator.

At regular intervals while charging up, the machine will pause until a random **Portal Event** is completed.
Portal Events are activated through a console attached to the portal generator itself, which must be manually run by someone on-site.

Some of these events may include:
- Teleporting in a small grid off-station filled with mobs and materials
- Opening up a portal on the station that streams out enemies
- Teleporting some players into the world on the other side of the portals
- Bringing a chunk of the portal world onto the station, bulldozing departments and flooding the area with dangers

Starting the event will immediately allow the portal generator to continue charging, but it will also spawn a threat somewhere on the station.
These threats fulfill the same purpose as a traditional midround antagonist: they escalate the chaos within the round and provide clear targets for the station to rally against.
Keep in mind that, while these are _akin_ to midrounds, they are not _literally_ midrounds.
A portal event can pull in strange aliens, dangerous anomalies, or even teleport in chunks of another world.
In order to win, the crew must charge up the portal generator through several phases before the radstorm reaches the station.
The charging is done passively through simply supplying it with constant power.
Note that this can still be (temporarily) sabotaged: either by cutting power supply or destroying components of the portal generator.

Once the generator has finished charging, it can be activated.
The activation will cause a **Portal Event** to occur, spawning various anomalies across the station.
Note that the next phase will bein to charge, but it can't be activated until the anomalies from the previous phase have been contained.

Portal events function as a round modifiers, interacting with each other and interesting way and changing how player's have to play while they are active.
They can be contained through cooperation by players, done primarily by [scientists](../jobs/scientist.md), which is a requirement for completing the main objective.

Once the charge has completely filled up (taking the duration of an average round), the portal generator will be able to activate once more, teleporting the station out of danger and starting the evacuation sequence and ending the round.
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