Ludicrously Overpowered Weapons

Ludicrously Overpowered Weapons, (LOW), is an incredible new 3rd person shooter for Nonadison Lmt.'s V.T. Volcano. It takes a real cast of friends, and accents their ethnicities while giving them stupidly powerful defenses against a Zombie invasion. Recently, after playing Gears of War 2, the style of the gameplay shifted from a more Halo styled game. The reason being, rather than kill humanoids, the targets would be a mix of semihumanoids, closer to the enemies in Gears of War, who are more fun to annihilate anyways. Zombies/monsters/animals/humanoids. Not trying to recruit you, not seeming too human, but intelligent enough to put up a fight. The game focus works out to be a tower defence/RPG version of Left 4 Dead, which averages out to Gears plus Bloons. Expect a sequel.

Story
Going to slow down the story a bit to include the military. And maybe make everyone techno-zombies.

The day started normally. No one noticed anything. Massive discs in the sky? You stare at the clouds to much. Lasers shooting across space? What an imagination! Get back to work. Nothing happens until noon. Then something earth-changing happens. All that is heard is a massive explosion, an annoying ring, and the repercussions of billions of cellphones simultaneously malfunctioning. Most owners of the phones whip them out to see what happened, and test them by calling a friend. The phones had been mass hacked by an unknown perpetrator and produce seven times the amount of radiation. Nothing visibly seems to have happened, but all around the continent, schools are let out early do to a public service announcement. Students run happily away, unaware of what happened. But what they don't know, is that the cancer started taking over almost instantly after the owners put their cellphones to their head. Slowly, on the way home, many become deformed. Their organs begin shutting down, and their brain loses its potency. In essence, the majority of people have become zombies.

But there is an elite group of students training for this event their whole life. Though not officially. From a public school in Canada, there was a group of friends with many different talents and backgrounds who may be just what the world needs to triumph over the trials ahead.

The group regrouped at the forest near the school. The walked and discussed what happened, and what to do about it. The reach a field, where they see a small group of zombies walk into a waiting alien ship. The zombies then come out, equipped with terrifying weapons no match for what humans normally have. The walk off, but not before one trips, and drops something. The ship flies away. One member of the group retrieves the dropped object. It appears to be a self-powered replicator. One suggests that this is how they can have such powerful weapons and only need 1 bullet in the magazine. The group discusses, then decides that the replicator they hold should be for healing purposes, and they should storm a space ship for weapons to repel the aliens and zombies. They dart off into the forest, obtain health packs, then find a space ship that looks rather weak. Smoke is belching out the top, and the aliens have gone to find repairers from another ship. When the aliens are out of range, the group rushes towards the ship and the level begins.

Characters
Not sure what names to give them. Real names? Code names? Right now, identifiable by their initials. Weapon names may be changed in the future.

Each of these characters are based off of a group of friends. However, these ones may be altered (sometimes, quite a bit), to match the game. Each of the 8 wears an exoskeleton, and a weapon that can scan others and reform.

Weapons and Specs
There are many crazy weapons featured in this game. As such, inspiration will be marked. It used to be marked with asterisks (*), but there are too many epic weapons, so each is marked by name.

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User Weapons
Primary weapons are all formidable guns starting from military grade and going to interplanetary warlord. The first are the most used, longest ranged, and most dangerous to the enemies. The second is shorter range, but still deadly. The last is some sort of pistol weapon. Useful, but no always used.

Locations

 * Waterloo Public Library
 * CIGI
 * RIM (most of them, though unnamed)
 * 99 Erb st. West
 * Perimeter Institute
 * 650 Laurelwood Dr (SJAM)
 * Retirement home opposite 375-601 Erbsville Rd.
 * 375-601 Erbsville Rd.
 * The Forest

Gameplay
Game play is heavily based off of Gears of War (2). Active reload, curb-stomping, reviving downed allies and auto regaining health return in this game.

Gunplay
In this game, everyone has only one base gun. It comes equipped with an unlimited ammo supply, but needs recharging. The gun itself has a computer that allows it to transform into any of its set configurations, but can replace them with weapons around the battlefield. It can hold the form of three large weapons, a pistol, two types of grenades, and a special melee weapon. Weapons scattered may be picked up to fund or replace held weapons.

Controls for changing weapons may be adjusted to match the players expectations. One setting is making the buttons correspond with range, (high, medium, low), and the other is an even distribution (two grenades for one button, two primaries for one button, two secondaries for one button).

As the ammo supply can provide for any type of gun, and needs recharging for use anyways, ammo for types of guns are from one pot. That supply can be changed to give more to the gun you prefer. Note that as bullet requirements for a gun change (machine gun to rocket launcher), ammo supplies when transferred change as well. Guns scattered or picked up may be harvested for direct ammo of the same gun that is held (with a bonus), harvested for indirect ammo of same type, picked up to replace current gun. There are also ammo restock boxes scattered, or held by enemies that will provide ammo to all weapons (but more to the ones that need them).

In terms of speed: Changing types of guns (primary to secondary/long to medium range) > changing within type/ range > Successful active reload > reload > failed active reload. Even Gears sticks to that ranking.

Controls
Controls for the Diamond controller


 * swipe i to iW/iW - Pick up weapon/health pack
 * swipe i to iX/iX - Melee/(with s) Special melee attack // Defuse traps
 * swipe i to iY/iY - Jump (oh, yes)
 * swipe i to iZ/iZ - Check locations of allies / Cancel \ Agility
 * i - Interact (based on prompt) / Accept / Continue current agility moves // (if aimed at a defense) - highlights the object, (in sA is pressed while holding i) - build more of that object


 * swipe/press +R left/right - Reload (Double click for active reload. Complete with bonuses and gun jamming. Even though reload, technically means recharge for the latter half of the game)
 * +L left/right - Hold to run / (with mdirection) - roll / tap - Agility move \ Check ally locations
 * sA - Select/change Long range\Primary weapon // Select/change building tool
 * sB - Select/change Short Range\Secondary weapon (+ pistols) // Select pistol
 * sC - Select/change Medium Range\Projectile weapon // Access expansive build interface
 * sD - Select/change Attack control/Defense control sets (changes to controls marked by "//")
 * s - Pick up weapon as type ammo/half of the combination for special attacks


 * mPad - Move / Drop, if edge grabbing
 * m - Duck (can crawl if a direction is pressed)
 * m, direction on the mPad - Jog / (with +L) - roadie run / (if edge grabbing) climb up
 * lPad - Change camera angle / (Tap if executing an enemy) Look away before the blow connects
 * l - Scope zoom/cancel


 * Swipe toward player beside xR/xR - Fire Weapon/(with s) Special weapon attack // Use tool / fire pistol if selected.
 * xL - Aim
 * Slide on oR/oR - instant turn right
 * Slide on oL/oL - instant turn left


 * Aimer - Special Aim

Changes from GoW

 * Curb stomping can be less violent if gore is turned off. Characters will use their special weapons to eliminate downed opposition. Plus, if pressing l during or before the finishing move, the character will line up the blow, then look away at the last second. With gore, there may be a tiny bit of blood splattering even while looking away.
 * Rather than dying from blood loss, characters have auto-injecting anesthesia before it sets in. Relatably, if two allies are downed but not dead, they can help each other up using the connection feature. They go close, combine a half-battery of sorts, which produces a bar similar but faster than the blood loss meter. Speed advantage decreases with difficulty, meaning less chance of redemption from a downed ally. There is also a small bonus for allies reviving each other.
 * The characters can jump (Yay!) And can also edge-grab. You can also choose to roadie run, which is faster and safer than a normal run.
 * Up to four can play on offline. The characters wear robotic enhancement suits, so they don't pant as hard when they run, and they can jump. A more useful suit than the one in Halo, minus the shield. Similar to Metroid, rather than swimming, they are able to walk through the water. However, most suits merely filter the air, which means staying underwater will eventually drown them.
 * Not quite like GoW in strategies. Though you still are hiding most of the time, this game features a higher appreciation for the facility fought in, and more customization as well. Protection of the building is somewhat optional, but it allows for a higher success rate, so it is encouraged. Arming in better is also recommended. Luckily, because of the time it takes to make repairs to the entire level, t here are sandbox gaps in levels to allow rebuilding of the fortress.
 * Quick repairs are rather safe to do, and allow for a small weapon in defense. However, if you want to build something new, and like window shopping, you may not last long enough to complete what you want. There are shortcuts in controls for people who can remember them.
 * If one player pauses the game, the character will sheath their weapon, and run around with glowing handcuffs. This distracts enemies, who may shoot at them, but will notice that they're weaponless, and continue what they were doing. If the player returns, they cannot instantly rejoin and shoot again, as that may be unfair. In this case, they can either continue running around, or teleport back to their original spot immediately. When killed, one may notice that g host cams are actually ghost cams. You can fly if you want to better help your remaining allies.
 * Certain enemies are notably limited on ammo supplies. Suspiciously and somewhat cruelly; weaker enemies who rely on their pistol may find it running out.