Science technician marine role

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FantasticFwoosh
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Science technician marine role

Post by FantasticFwoosh » 03 Sep 2016, 12:43

Summary (a quick, 2-3 sentence summary): A science marine with access to a small arsenal of objects like signallers/laptops and proficiency in grenade explosives and technical challenges (removing them from engineers besides for C4), research can supplement objects to expand and improve their role in a mutual relationship of co-operation. Underwhelming individually but strong in a team.

Benefits (How this will benefit the server and game as a whole): These marines RP investigate findings in the field, operate finely tuned equipment, and work with science to maintain and upgrade equipment in the field (with borrowed/sparse tools, engineers still wear the pants). They are affiliated with forensic analogy, and advanced construction/improvement of machines in the field, as well as setting up perimeters of defense with signalling trigger systems (i will not divulge any more information as it may form another suggestion) also gives research a representative in the field to encourage the resident Sulaco scientists less to want to get on the ground and the science marines need for better equipment will help interests in bringing back samples when appropriate (via some rules)

Details (Description of how you think this would work, the benefits, etc): A hybrid of the engineer and a very tame specialist, with a singular member assigned to each squad (without further development discretion) this marine is best used defensively in FOB's and for countering technical challenges (telecomms tuning/door hacking via a slow emag/getting into the native camera systems without a console and activating door controls remotely to deny xenos) often engineers are responsible for fixing machines but very rarely build anything advanced out of boards, which the science marines close ties come in handy.

(Supplimentary suggestion links related to this role to be provided shortly)
(EDIT - here is a supplimentary suggestion of a tool used and specially provided to science marines - Remote turret control laptops)

Implementation (Optional, if you have an idea how to implement it): make space for a additional cramped equipment room, and equip them with a group of objects and a instuctional manual given how complex laptops/signaller and science can be. A seperate research channel would also allow clear non-obstructive talking to research rather than having medical static noise. Doing all this separately would stop bloating of engineer roles should they ever attain the same kind of role later on for more technical systems and keep them focused on the task to hand.

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Jroinc1
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Re: Science technician marine role

Post by Jroinc1 » 03 Sep 2016, 16:24

-1
This should be the researcher's job. You CAN go down to build things and investigate things, just clear it with command first and don't rambo/use guns, that's the marine's job.

Engineers can already hack doors using their tools and the standard interface, and there IS no native camera network planetside. If you want cameras, you have to build them, which is usually done by MT's, if it's ever wanted.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

FantasticFwoosh
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Re: Science technician marine role

Post by FantasticFwoosh » 03 Sep 2016, 17:15

JPR wrote:-1
This should be the researcher's job. You CAN go down to build things and investigate things, just clear it with command first and don't rambo/use guns, that's the marine's job.

Engineers can already hack doors using their tools and the standard interface, and there IS no native camera network planetside. If you want cameras, you have to build them, which is usually done by MT's, if it's ever wanted.
The reality is quite detached from the statement, before now i have been ordered off the planet on at least one occasion by administration when i slipped in and boarded (post april rules in august sometime, i cant remember the admin in question's name), and many command positions will outright refuse even surplus researchers from leaving the sulaco at any time, (which is thier IC personal decision, but overall shows the attitude researchers are often up against). Standard scientist munitions that they are allowed to carry are grenades and a pistol and literally nothing else, not even body armor, so really its unsuitable.

Last time i checked i was quite sure that the native planet camera system starts un-powered and is system restrictive (as cameras can be on different systems such as 'sulaco' and 'nexus' etc, which respective pre-made consoles are attached to) i will have to revise that though. Besides, what engineers do is not actually hacking, its door fiddling (vendors is hacking) known as a "dirty hack" because its primitive and crude as it gets, there are limits to even what engineers can do. If the door is non- responsive to treatment (as what sometimes happens with doors bolted firmly shut prior to power-down) besides from blowing it up/cutting around it, the science officer holds a solution in a one way ticket door hack opening.

If anything a big reason why to have them is to literally STOP and enforce rules for scientists to remain onboard the Sulaco and active, and let the squaddie busybody pick up the pieces on the colony, and the science R&D lab relays that info back. Rather than let the scientist wander off with its piddly little pistol and hand grenades and promptly get chewed up.

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Jroinc1
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Re: Science technician marine role

Post by Jroinc1 » 03 Sep 2016, 17:40

If you just slip on the ship, you'll be adminpm'd up. Same as a doc or MT. You are allowed to go down to a secured FOB only, which means you have to go on the SECOND drop. As for command decisions, that's their opinion, and I respect those. As for standard scientist munitions, when I go down as a doc or MT, I don't bring a gun, armor, or even a helmet. Dangerous? SURE! But you wanted to be a scientist marine, right? Not a shooty standard? You gotta sacrifice a few things for the extra ability/responsibility's of surgery/machine-building.
As for the "native camera system", check this... buut there ARE NO CAMERAS PLANETSIDE AT ROUNDSTART. NONE. THERE IS NOTHING TO MONITOR TILL YOU SET IT UP. You want cameras, autolathe the frames, print a camera board, and drag them where ya want em. I've done it before.
Door "fiddling"? That's hacking in SS13. As of non-responsive to treatment (Bolted and unpowered), what device are you on the door to open a unpowered, bolted door? Electronic solutions won't work.

As to enforce scientists staying on the sulaco, in a lab? Nope. That's their choice. As for the scientist running off on his OWN, away from the PROTECTIVE MARINE MEATSHIELDS? That's YOUR choice. When I go down, I make sure to follow marines if I go anywhere. Run off alone and die? My fault. Alien makes me in and hugs/kills me? Well, GG and good play on the alien side.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Renomaki
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Re: Science technician marine role

Post by Renomaki » 03 Sep 2016, 22:21

Honestly, I find it a little weird to have a science technician on a search and recover mission.

Like, why would they need someone like that on a mission? That would be like bringing artillery for a recon mission:A bit out of place if you ask me.
Sometimes, bravery comes from the most unlikely sources.

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Sarah_U.
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Re: Science technician marine role

Post by Sarah_U. » 03 Sep 2016, 22:44

Wait for toasters-- synths for a thing like that.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Snypehunter007
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Re: Science technician marine role

Post by Snypehunter007 » 03 Jun 2017, 02:53

Old, lack of continued interest.

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