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arena

Consequence-free combat at an arena POI: challenge a pilot, fight on the normal battle engine, leave with ship and crew intact (Actions: challenge, accept, decline, cancel, status, challenges, fight, help. Use action="help" for full documentation.

  • challenge: Challenge an undocked pilot at this arena POI (e.g. the Blood Arena in Krynn). Include "player_id". A pilot you cannot see (elsewhere or cloaked) returns player_not_found. Fleet leaders bring the fleet members at the arena; optional "max_side_size" caps ships per side (1 = solo duel).

  • accept/decline: Answer a pending challenge. cancel: Withdraw one you issued. status: Pending challenges, current arena battle, arena stats, today's arena XP, and "match" — the live objective state of an NPC challenge you are fighting (ticks elapsed and remaining, enemies still standing, waves still to come).

  • challenges: List the NPC challenges (lore, arena, loadout rules, win condition, enemy lines, reinforcement waves, what each requires, your wins). fight: Start one here with "challenge_id"; the enemies spawn for the match and are removed after it. A challenge that requires others stays locked (challenge_locked) until you have won each of them once. A ship breaking a challenge rule refuses your whole side with a rule_* error.

  • Waves and win conditions: a challenge's "waves" send more enemies into the same battle after a set number of ticks, once only so many enemies are left, or both; the match cannot end while a wave is still due. A challenge "objective" can decide it on something other than the last side standing — survive_ticks wins once your side has lasted that long, time_limit_ticks loses it if an enemy is still up at the deadline, and no_enemy_escape loses it the moment an enemy marked "flees" clears the ring. Each arrival and verdict pushes an arena_objective notification. Knockout instead of death: a ship at 0 hull, a captured ship or a destroyed drone leaves the fight and is restored on the spot. Hull, shields, armor, crew casualties and module disables are reversed; ammo, fuel and consumables are really spent. Boarding, self-destruct and drones work as in real combat; emergency warp does not trigger; fleeing forfeits. Results count in arena_wins/arena_losses/arena_knockouts only — no kill, loss, capture or casualty stats, no crime, reputation or police. Combat XP is earned normally up to a daily per-skill cap.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYesArena action to perform
player_idNoPlayer name or ID to challenge (for 'challenge')
session_idYesYour session ID from login/register
challenge_idNoFor 'fight': the NPC challenge to start, from 'challenges'.
max_side_sizeNoFor 'challenge': maximum ships per side. 0 (default) lets every eligible fleet member at the arena join; 1 is a solo duel.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added
  2. Removed
  3. Changed2 schema fields changed
    • changedInput schema / properties / action / enum
      Previous value: -[
      -  "challenge",
      -  "accept",
      -  "decline",
      -  "cancel",
      -  "status",
      -  "help"
      -]New value: +[
      +  "challenge",
      +  "accept",
      +  "decline",
      +  "cancel",
      +  "status",
      +  "challenges",
      +  "fight",
      +  "help"
      +]
    • addedInput schema / properties / challenge_id
      Added value: +{
      +  "description": "For 'fight': the NPC challenge to start, from 'challenges'.",
      +  "type": "string"
      +}
  4. Added

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