If you want to learn you may want to take a look at this VET/IM youtube series (which was mentioned elsewhere):
https://www.youtube.com/playlist?list=PLE9um8-d4SFK0E1qzEpMhu2GwfAucJGKPI've certainly learned dozens of new nuggets of tips, shortcuts etc. For example, a starting location somewhere around India is interesting, as it allows Helicopter access essentially everywhere except the Americas (and maybe NZ), and you get Americas covered by placing a second base in middle americas (to where you can fly-transfer, hopefully this also works with osprey).
However, to me, the playstyle is in many cases very courageous and/or risky and I'd advise more caution. Such as dancing around zombies requires very precise knowledge of how much TUs they have and need to attack. But I suppose this can work with very intimate knowledge of the game. I would definitely have aborted many the missions earlier just to be on the safe side. Based on my experiences - and I just restarted another SH/IM game, here are a few key things I'd suggest doing in a little bit different manner:
- don't let any events despawn (this requires some knowledge of the range of durations for each spawn). Despawning always causes penalties, and at least in one month a major negative score. OTOH, many environmental events have no abort penalty, and abort penalty is always less than the despawn penalty. So I'd strongly suggest having one car, later private car, which can be used to get to all those far-away missions you can't get to in time otherwise. You can even deal with some missions with a team of two agents.
- go into cult missions during the dark, and find a spot nearby that's in the dark or has cover, and throw out flares as needed. Going by daytime risks reaction shots, which causes wounding and casualties. (With this tactic, it is also more viable to delay researching kevlar vests a bit.) Using smoke is less effective early-game strategy because it also impairs your own visibility a lot (and you get mechanisms to work around these such as scout drones and indirect weapons like grenades only a little bit later). This is all the more important the more challenging the missions get. To minimize risks, also apply this tactic to the very first cult apprehension events, especially if you play SH and thus there are 4 enemies rather than 2 as in VET. You can also manage missions with minimal crew if you go in the dark and get a decent spawn (for example, you could be able deal with Safe Houses with just two agents if you get decent luck).
- ramp up the research capacity faster (for example, so that you can get all the fancy new stuff earlier - and so making the rest of the game easier).