merric's got the right of it. My older copy of the Battletech Compendium (2nd ed?) doesn't call it XP. But the math is mostly the same. 4 kills, increase Piloting or Gunnery. Either way, its in the rulebook.
What the OP is talking about, is sort of how BT was explained to me.
Each player is a merc unit commander. He starts with a Lance (4 mechs) and takes missions for pay. he uses the pay to maintain and expand his unit.
One player would run his unit on a mission, another player would control the opposing forces.
The Mercenaries Handbook covered a lot of this stuff.
One tool I never had time to finish, was a Contract generator (ie. akin to what the original MechWarrior PC game had). Basically, enable the players to pick from a list of contracts.
I'm actually surprised that BT never seemed to offer a complete campaign concept. It generally focused on equipment, combat rules, and details on simulating upkeep and such, but lacking the cohesion to put it all together.
What the OP is talking about, is sort of how BT was explained to me.
Each player is a merc unit commander. He starts with a Lance (4 mechs) and takes missions for pay. he uses the pay to maintain and expand his unit.
One player would run his unit on a mission, another player would control the opposing forces.
The Mercenaries Handbook covered a lot of this stuff.
One tool I never had time to finish, was a Contract generator (ie. akin to what the original MechWarrior PC game had). Basically, enable the players to pick from a list of contracts.
I'm actually surprised that BT never seemed to offer a complete campaign concept. It generally focused on equipment, combat rules, and details on simulating upkeep and such, but lacking the cohesion to put it all together.