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RFE: Campaign Setting for Auto-spending XP based on role(s) #4761

@OrbMonky

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@OrbMonky

Current situation: XP must be manually doled out, sometimes resulting in excessive paperwork for repeated skill ups - particularly in cases of soldier, astech, medtech who if used in MekHQ become massive amounts of personnel - running enough 'manifested' astechs for anything larger than a company of mechs doesn't even fit on one screen in the personnel view, depending on screen real estate.

Every month, they get XP and have the opportunity to improve/branch out/etc, achieving long term passive talent development, granting an organic feel to the way the campaign evolves.

Problem: Administering XP to skill increases (and maybe Edge if desired) is exceptionally manually tedious, but could be solved by code. Each click is an interaction in the repetitive process to dole out skill-ups that could have been done programatically.

Solution: Campaign setting to auto-skill up selected roles based on primary and secondary role when XP is available, aiming for the lowest achievable improvement.

More Elegant Solution: Campaign setting to auto-skill up selected roles based on primary and secondary role when XP is available, aiming for a user-selected preference; allow user to select paths like; upgrade mechwarrior gunnery, then piloting, then strategy, then tactics, do not upgrade strategy or tactics unless it is less than half of both mechwarrior gunnery and mechwarrior piloting. This allows the user to make a 'plan' for the type of personnel and have it automatically executed when the XP and skills reach the necessary threshold for the preferred improvement.

Shoot for the Moon Solution: As per the More Elegant Solution but it is processed on user prompt like the awards dialogue is, with the ability to skip certain personnel etc just like aforementioned awards dialogue.

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