and not just with mining concerns. military resupply, sensor emplacement maintenance, refugee transport, etc, all come to mind. it's sort of like an eighteen wheeler tractor-trailer rig with a reason to go to many places that ordinarily wouldn't be visited.Mr. Smith's 100dT jump pods could very cheaply supply, support, and reposition various prospecting and mining parties. I'm always intrigued by the design's adventure possibilities.
yes, his bridge rules are good, though I don't see the point of the survey bridge. he proposes bonuses for their presence, but I'd propose penalties if they are absent.Did you check out his proposed flag bridge rules?
in addition to flag bridges on selected capital ships a fleet should have several dedicated command ships, one for each expected task force plus a few extras.
traveller certainly has wargame potential, but realizing it is problematic. real wargames are based on history and proven experience, but traveller is strictly arbitrary vaporware that frequently does not bear close inspection. in addition, attempting to wargame traveller not only involves badly defined technology, badly defined mass economics, and undefined cultural practices (what if one of your AF worlds is pacifist?), but also unavoidably spins it right back onto its rollplaying roots such as politics and espionage. throw in intelligent players who have opinions but little expertise in economics, politics, or practical technology, and it's a mess. as a wargame, traveller lends itself to talk.