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...Death of a Hero... ...November 14 2005... | Death of a Hero is now set to relaunch and recruit. Taking full advantage of Quake IV technology, this is going to be one to remember - check it out now!
| ...A New Look... ...October 7 2005... | We're very proud to announce our new look website, with a few new features and easier view news. It's also easier for us to update it, so expect more regular features. The site now features a number of means to affiliate with us and contact the webteam.
| ...CoW Overhaul... ...July 15 2005... | The Crucible of War website has been given an extensive overhaul to bring it more up to date. Check it out now!
| ...Site Down-time... ...June 23 2005... | As a great many people have realised (and thanks for all your concerned messages), the David Hunter series website has been unavailable for a short while, due to a few issues with our hosting. I'd like to personally apologise for any issues this may have caused. In addition, many of our files will not be available for a short while, as we bring the site back up to date.
| ...DH Secrets Told!... ...June 23 2005... | Revealed by the absolute masters of David Hunter themselves, here's a short selection of tips and bits
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...The Clones are back, and badder than ever...
...Story and about The Reactive Principle...
Earth may have been saved once, but now it's the entire set of inner
planets that need saving. After over a century, the clones have returned
en mass, and as ready to frag the world as ever.
There is an extensive background to the Reactive Principle project, a
four part story that is to be told through several mediums. This was
originally designed to be the final chapter; however recent turn of
events will make The Crucible of War the final chapter instead. This is
the pre-release and a rather sketchy version of the background story, it
requires significant revision and is to only be used as a guide;
“The war for humanity ended on
Monday the 23rd May 2005. The Clone forces were eradicated
from Earth and the rockets they had constructed failed to re-enter the
Earth’s atmosphere, they flew deep into the asteroid field and were
never seen again. That was one hundred and four
years ago; it is now the year 2109. Humanity has finally rebuilt itself
to its former glory.Technology has finally advanced
to allow limited space travel within the Solar system. Ion based
propulsion systems reduce the time taken for a large object some
kilometres in length to travel from Earth to Mars in only a matter of
weeks.
Out of the rubble of
civilisation nine powerful empires have emerged, enormous nations with
real power spread over a short area. The first empire to emerge was the
European Military Coalition (EMC) in July 2005, spanning the entire
European continent. The EMC was also the first organisation to put a
large military installation into space, known as the European Space
Station (ESS).
It was not long until the EMC
placed a sister governing body in place to rule the ruins of the
American continents. Known as the American Federal Empire, links have
remained strong to this day. The AFE recently claimed Earth’s second
moon as their own, and built an enormous weapons research station there,
should humanity ever come under threat from such a foe ever again.
In 2080, the AFE and the EMC
finished construction of Junction, the single largest man made
construction in the universe. Junction functions as a massive docking
facility for both civilian and military usage, and it is placed in orbit
around the sun between the Earth and Mars.
The UNDH prospered with their
new found fame. The single largest and richest organisation on the Earth
kept its headquarters in Brussels, but the majority of its spending
formed three major space installations – Fortress, Fleet Station, and
the almighty orbital docks in the outer reaches near the asteroid belt
known as Port Victory, a major docking facility commonly utilised by the
Mining Corporation.
The Republics of China emerged
from their war torn lands in early 2006, but records of their inception
are vague. This extremely militant organisation forms a rival empire to
the combined forces of the EMC and AFE, although no disputes between the
three parties have ever required resolution through military
intervention. The Republics of China haven’t got the financial backing
to produce their own space borne installations; however their sheer
manpower easily allows them to produce an enormous navy, much to the
envy of the AFE and EMC.
In late 2052, the AFE landed the
first colonisation party on Mars, and its extremely rich mineral wealth
has supplemented every organisation for a great deal of time. Mars was
granted independence from the AFE on December 6th 2101, and
since then has become a heavily industrialised factory capital, relying
on heavy automation to produce consumer and military goods alike.
A similar presence has been
located on the Moon for an unknown period of time. Discovered by
travellers in 2038, even the inhabitants of the research stations had no
records of their history or inception.
The most unlikely power wielding
organisations are the Mining Corporation and the Free Traders. Neither
of these powers possesses any real national grounds; however they are a
large collection of small cities within a great many places that
function as glorious wholes. They trade to all of the most major powers
regularly, trading both valuable ores and exotic technologies carried
from the asteroid belts and research stations.
You are a Free Trader operating
under your own devices within the Solar System, and little do you know
of the impending titanic war that will threaten mankind with a new axis
of evil from beyond human inhabited space.
You are to join the new world
organisations in a bid to save the future of humanity for the last time,
and become involved in the largest war in the history of human knowledge
and research.
Have you the skills to survive
the most inhospitable environment that has ever been faced by soldiers
to this day?
Only time will tell…”
Why
create The Reactive Principle?
The Reactive Principle
is something that as an avid gamer I’ve always wanted to create.
Although The Reactive Principle isn’t necessarily exactly what I’ve had
in mind, I’ve always had my eye on creating a vicious space simulation,
where the play can take part in the sort of epic battles that are only
seen in films such as Star Wars. The true chaotic nature of war
has, in my opinion been left out of a great deal of flight simulation
games and replaced with a smooth relaxed ride featuring a few enemy
craft that will get in your way but barely bother the player. The
Reactive Principle should be different, from the early standard simple
space battles to the final scenarios where both the engine power and
player is tested to its limits, and wave upon wave of small fighter
craft assault each other launched from truly titanic capital ships.
Where
does The Reactive Principle take place?
It’s a full century or
more since the end of the war on Earth, where the David forces were
forced out of Cape Canaveral after a full year of extreme warfare. The
universe has been peaceful and three mighty nations rose from the rubble
of the old world. Technology has advanced exponentially, and the
victorious UNDH has forced all nations to maintain a large military
defence force should humanity once more come under siege from a great
enemy.
Technology has
progressed dramatically; the remainders of the world’s populations have
explored both Cruithne and the Moon. Colonies have been set up in space
borne installations and even on distant Mars, despite in their fledgling
stages.
Now, a new threat is
emerging before the scattered remnants of the human race have been able
to form an appropriate response. A new war that threatens the survival
of the species looms, and the conflict is expected to be on a previously
unknown scale.
What am
I in all of this?
As in Death of a Hero,
you are merely a standard soldier in the midst of a titanic struggle.
You will be incapable of dealing with the full scale of the warfare
single handedly, and in The Reactive Principle there will be enemies
beyond the grasp of your firepower.
You will start out as
an independent merchant who locates derelict ships and loots them for
any possible sellable resource. However, somewhere along the lines you
can get hooked up with one of the six factions to be involved in the
upcoming crisis, and fight on their side with their unique equipment,
and each with a unique game ending.
What is
the main focus?
The main focus in The
Reactive Principle is simply the gameplay. It needn’t be totally
convincing at times, but the most important factor is that the game is
enjoyable to play, and fits into the confines of the David Hunter
universe. Naturally, the fast pacedness and pure crowded game elements
should allow for The Reactive Principle to be at least an amusing
experience for any player.
What’s
different?
The Reactive Principle is different to other flight sim mods for
FreeLancer due to its scale of vision and pure originality. It is part
of its own universe and strives to be unrelated to any other production,
whether official or 3rd party. It’s important that Dh4
remains unique when compared to any other equivalents, giving it the
most important factor of any new game title – plain new ideas and
concepts packed into an uncliched package. |
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