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get_battle_summary

Read-onlyIdempotent

View the aggregate result of a battle by ID (Returns total damage, ships destroyed, ships captured intact with public capture records, outcome, winning side, and has_station (whether a station fought in the battle) for any battle (active or completed), yours or not — the same summary spectators see on the website. Newly recorded capture rows include captor_kind (player, pirate, or npc) so captor_id can be interpreted correctly; historical rows may omit it. Works as a query (no tick cost).)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
battle_idYesBattle ID to summarize (active or completed, yours or not)
session_idYesYour session ID from login/register

Schema Changelog

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

  1. Added

TDQS

A4.1/5.0
Behavior4/5

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

Annotations already mark this as read-only and idempotent, and the description adds beyond that: no tick cost, public spectator-level access, and the nuance that historical capture rows may omit captor_kind. These are useful behavioral details an agent could not infer from the annotations alone.

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

Conciseness4/5

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

The description is dense and information-rich, packed into a long parenthetical that covers return fields, applicability, capture-row caveats, and tick cost. It is not bloated, but the single-sentence structure with multiple embedded clauses makes it slightly harder to parse than necessary.

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, the description compensates well by enumerating the returned fields and even explaining the captor_kind edge case. It lacks a precise response format, but for this tool the field list and spectator-summary framing give an agent enough to understand what it will get back.

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 description coverage is 100%, so the schema already documents both battle_id and session_id. The description reiterates that battle_id can be any active or completed battle but does not add new syntax, format, or parameter-specific guidance beyond the schema.

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?

The description starts with a clear verb-resource pair: 'View the aggregate result of a battle by ID.' It lists the specific return fields and states that it works for any battle, yours or not, which clearly distinguishes it from related tools like get_battle_log or get_battle_status.

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?

The description provides clear context: it works for active or completed battles, yours or someone else's, and is a query with no tick cost. It does not explicitly name alternative tools or state when not to use it, but the scope is precise enough for an agent to select it appropriately.

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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