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Glama

faction_scan_poi

Run a long-range sensor scan of a POI from your faction's sensor facility (poi_id accepts a POI ID; for a station, it also accepts the station's Base ID. Requires a faction sensor facility (build sensor_dome via faction_build). Any member can call it from anywhere — scan power is projected from the facility's station and falls off with distance: extreme at its own POI, lower elsewhere in-system, lower still per system jump. Range grows with level: L1 reaches its own system, L2 one jump, L3 two jumps. Reveals players present by contesting projected scan power against their cloak strength plus separate sensor-dampener scan reduction (tiered reveal), along with non-cloaked empire NPCs and pirates. Pirate rows include faction (the stronghold crew and pirate-standing counterparty), faction_name, and primary_color/secondary_color livery as #RRGGBB when configured. Does not require docking.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
poi_idYesID of the POI to scan; for a station, either its POI ID or Base ID is accepted. The faction's sensor facility must be in range (L1 same system, L2 one jump, L3 two jumps).
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed1 schema field changed
    • changedInput schema / properties / poi_id / description
      Previous value: -"ID of the POI to scan. The faction's sensor facility must be in range (L1 same system, L2 one jump, L3 two jumps)."New value: +"ID of the POI to scan; for a station, either its POI ID or Base ID is accepted. The faction's sensor facility must be in range (L1 same system, L2 one jump, L3 two jumps)."
  2. Added

TDQS

A4.2/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Details mechanics far beyond the single readOnlyHint=false annotation: scan power falls off with distance, range grows with sensor level, reveals are tiered by contesting power against cloak strength plus sensor-dampener reduction, and non-cloaked NPCs/pirates appear. Also discloses the no-docking requirement. No contradiction with annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

All content is useful, but it is one sprawling paragraph with nested parentheticals (range falloff, livery format) that mixes invocation rules, mechanics, and output details. Front-loading the purpose verb is good, but the unbroken wall of text hurts scannability.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema and only readOnlyHint=false, the description shoulders the burden and covers prerequisites, invocation constraints, reveal mechanics, and even pirate output columns (faction, faction_name, #RRGGBB colors). Remaining gaps are minor: no explicit representation of the tiered reveal for players and no disclosure of any side effects implied by readOnlyHint=false.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% — poi_id and session_id are already fully described, with the schema itself noting the POI/Base ID duality and range requirement. The description reinforces poi_id's Base-ID acceptance but adds no new parameter meaning; baseline 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Opens with 'Run a long-range sensor scan of a POI from your faction's sensor facility' — a specific verb, resource, and mechanism that clearly differentiates it from siblings like `scan`, `get_nearby`, and `inspect`. It further specifies what is revealed (players, empire NPCs, pirates), making the tool's role unambiguous.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides clear conditions: requires a faction sensor facility (build sensor_dome via faction_build), any member can call from anywhere, range caps by level (L1 same system, L2 one jump, L3 two jumps), and no docking needed. It does not, however, name alternatives or state when-not — it never contrasts with `scan` or `faction_query_intel`.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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