Helicopters have now been added to the test build of the game
[h2]Helicopters[/h2]
I took a little detour before working on the features described previously (more social projects and interactions with the locals), and decided to add a feature that's been steadily requested ever since the game first appeared - the helicopters. This (as usual) took a while, because I first had to actually teach the game what a helicopter is (a flying car, basically), and figure out all the quirks around the mechanic.
[h2]Helicopters in Invasion Machine - what to expect?[/h2]
First of all, they're always gonna have a lot of limitations. I don't want this to be a helicopter game, I want you to be thinking of them as an extra, emergency unit (quick medevac, quick reaction forces, etc.), which you can use once every while, but not as a complete replacement for the ground vehicles.
This means, among other things, that:
* helicopters use fuel constantly, when spawned on the map, even if you order them to land. If you let your helicopter run out of fuel, it will immediately RTB (if in air), or will only accept the RTB order from you.
* the only helicopter in the game is a "transport only" variant, and is unarmed.
* they're very vulnerable to RPGs and enemy rockets
* there's a hefty timeout (refuel time) applied to them any time they return to the base, so you can only use the helicopter transport occasionally
* there's a hard limit of only a single operational helicopter you can have at any time. I might increase this in the future, but haven't yet decided. Again - think of this as a "special" asset, not your main method of transporting troops
* they cannot be towed away with the wrecker. If your helicopter gets downed, only the EOD unit will be able to clear out ("neutralize") it's wreckage.
* there's not many places where they can safely land (the terrain must be flat, with no vehicles around). The cursor will change to a "you can land here" icon, any time you hover over a valid landing spot. If a car gets in the way, the landing may still get aborted.
[h2]Future plans[/h2]
I'd really like to add PJs to the game, in some form, so in the future I'll probably add an AI-controlled medevac helicopter. I'm thinking of something similar to how you call in CAS - select a landing zone, keep it safe, wait for the medevac bird to arrive, and load up your wounded into it.
[h2]Other future plans[/h2]
I'll now get back to working on new interactions with the locals, and making the hearts and minds part of the game more interesting.
More social projects to work on, managing the local politics, civilian VIPs, and so on. More news soon.

[h2]Update:[/h2]
Ok, this was stupid. If I want you to test the helicopters, I should make them more available at the start of a new game. From now on, you'll get a free helicopter when you first start the game in the test build.
I took a little detour before working on the features described previously (more social projects and interactions with the locals), and decided to add a feature that's been steadily requested ever since the game first appeared - the helicopters. This (as usual) took a while, because I first had to actually teach the game what a helicopter is (a flying car, basically), and figure out all the quirks around the mechanic.
[h2]Helicopters in Invasion Machine - what to expect?[/h2]
First of all, they're always gonna have a lot of limitations. I don't want this to be a helicopter game, I want you to be thinking of them as an extra, emergency unit (quick medevac, quick reaction forces, etc.), which you can use once every while, but not as a complete replacement for the ground vehicles.
This means, among other things, that:
* helicopters use fuel constantly, when spawned on the map, even if you order them to land. If you let your helicopter run out of fuel, it will immediately RTB (if in air), or will only accept the RTB order from you.
* the only helicopter in the game is a "transport only" variant, and is unarmed.
* they're very vulnerable to RPGs and enemy rockets
* there's a hefty timeout (refuel time) applied to them any time they return to the base, so you can only use the helicopter transport occasionally
* there's a hard limit of only a single operational helicopter you can have at any time. I might increase this in the future, but haven't yet decided. Again - think of this as a "special" asset, not your main method of transporting troops
* they cannot be towed away with the wrecker. If your helicopter gets downed, only the EOD unit will be able to clear out ("neutralize") it's wreckage.
* there's not many places where they can safely land (the terrain must be flat, with no vehicles around). The cursor will change to a "you can land here" icon, any time you hover over a valid landing spot. If a car gets in the way, the landing may still get aborted.
[h2]Future plans[/h2]
I'd really like to add PJs to the game, in some form, so in the future I'll probably add an AI-controlled medevac helicopter. I'm thinking of something similar to how you call in CAS - select a landing zone, keep it safe, wait for the medevac bird to arrive, and load up your wounded into it.
[h2]Other future plans[/h2]
I'll now get back to working on new interactions with the locals, and making the hearts and minds part of the game more interesting.
More social projects to work on, managing the local politics, civilian VIPs, and so on. More news soon.

[h2]Update:[/h2]
Ok, this was stupid. If I want you to test the helicopters, I should make them more available at the start of a new game. From now on, you'll get a free helicopter when you first start the game in the test build.

