Ludicrously Overpowered Weapons

This game has been rethought numerous times, and is currently being redone again. The second latest version is here.

Ludicrously Overpowered Weapons is a ground-breaking trilogy that mixes an intense run 'n' gun shooter with a Command & Conquer war game.

Story
The story has remained fairly constant, but will be brought to this page later on.

How the story affects gameplay
The Canadian special forces enlists the best gamers in the region to lead the battle against the Technozombies. Seeing as these people have experience playing Risk, Stratego, Gears of War, Halo, Battlefield, 007, Age of Empires, Modern Warfare, Call of Duty, Raze, Commando, Team Fortress 2, and various others such games, these people know how to manage resources, evaluate risk, and make decisions quickly in a game setting. Seeing as the amount of money and technology being utilized in this war, reality has become another war game.

LOW attempts to combine features from each of those games to create a masterpiece. First, everything is divided up similarly to a Risk styled map. The game does not divide up land evenly between you and the horde; they receive more. There are a number of places, and the technozombie horde attacks or plans to attack a few places at a time (they won't spread themselves to thinly). You are given the option to either infiltrate (if the horde has already taken over), or defend (if they haven't reached it yet) a place. Level selecting is not in a set order, though there are certain areas as landmarks. Areas will have a recommended income level, as to aid selection and not give you a battle that you can't win. Income is needed to increase the size of your army and allow you to build defenses in the various locations.

After selecting an area to fight at, the style of gameplay is determined whether you are attacking or defending. Attacking would give you the options based on how you plan on entering. You can enter stealthily, and take over the area without them noticing, or you could blast your way in. Weapon and attack choices will affect your presence in an area, bringing a proportional number of enemies. Defending would begin with a time to build up defenses before the horde comes, with a higher emphasis on cover during a fire-fight. The enemies are powerful, like in Gears, but have an awareness that is affected by weapon choice, like in GoldenEye. Wow, kind of like sneaking around ultra powerful and perpetually ticked off bodyguards. Except you can attack them with weapons that blow up tanks.

Gun Play
Shortening at some point.

Controls
For such a complex game, there are matching complex controls. Making them intuitive took way longer. Finally, though, after thinking it through for a very long time, I came up with these.

(Surprise, no controls for you yet).

Modes

 * Campaign (Wage War)
 * Quick play (Simulation)
 * Tutorial/ Sandbox (Training)
 * Options (Tweaks)

Characters
More later. I need to balance everything/everyone.

User Weapons
Lots.

Locations
This is all I can handle for today. Ciao!