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Glama

hunt

Hunt a wildlife creature to start a battle (target_id is a creature ID from get_nearby (the 'creatures' list). Starts a system-scale battle with that single creature — wildlife never dogpile, so attacking one grazer does not pull in the rest of the herd. Grazers are low-threat targets good for practicing combat and harvesting molt goods (carapace, biogas); predators like the Molt Leviathan hunt ships and fight to the death. Killing a creature drops a carcass wreck you can loot. Equivalent to 'attack' on a creature ID. Use the 'battle' command for tactical control once engaged.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
target_idYesCreature ID to hunt (from the 'creatures' list in get_nearby)
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

A4.8/5.0
Behavior5/5

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

The description goes beyond the readOnlyHint=false annotation by explaining consequences: starts a system-scale battle, wildlife never dogpile, grazers are low-threat, predators fight to the death, and killing drops a lootable carcass. This is rich behavioral context.

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

Conciseness5/5

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

Although long, the description is packed with essential details: source of target_id, battle initiation, dogpile behavior, threat levels, loot outcome, and relation to other commands. Every sentence contributes useful information, and the primary action is front-loaded.

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?

The description explains the combat context, creature behaviors, loot, and related commands, making it complete for invoking the tool. However, it does not explicitly state the return value or output format, which is a minor gap given there is no output schema.

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

Parameters4/5

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

Schema coverage is 100%, so parameters are already well-described. The description adds value by clarifying target_id is a creature ID from the 'creatures' list in get_nearby and by explaining the effect of targeting different creature types, which enriches the schema meaning.

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 clearly states the tool's function: 'Hunt a wildlife creature to start a battle'. It is specific about the resource (wildlife creature) and distinguishes itself from siblings by noting it is 'Equivalent to attack on a creature ID' and by contrasting with the 'battle' command for tactical control.

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

Usage Guidelines5/5

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

It provides explicit guidance on when to use this tool: targeting creatures from get_nearby, understanding grazer vs. predator behavior, and avoiding dogpiles. It also names the alternative 'battle' command for tactical control once engaged, which clearly differentiates usage.

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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