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send_gift

Send player or empire gifts, donate goods or credits to a station or pirate crew, or give a ship to a pirate stronghold (recipient accepts a player username/ID, an empire alias ('solarian', 'voidborn', 'crimson', 'nebula', 'outerrim' — also accepts long names like 'Solarian Confederacy' or 'empire:crimson'), or 'faction:TAG' for another faction. Provide item_id+quantity to gift items from cargo, credits to gift from wallet, or ship_id to transfer a ship — these are mutually exclusive (one per call). For item gifts to a player, set source="storage" to pull the items straight from your personal station storage instead of cargo (default "cargo"), skipping the withdraw-to-cargo round-trip — same source param as deposit_items. Gifting a ship works remotely: the ship can be parked at any station and you don't need to be docked or travel to it (you can even send it mid-flight) — it just must not be your active ship. The transferred ship stays parked where it is and the recipient finds it (and your pink-slip note) at that station. A ship in a carrier bay can be gifted while its carrier is at a station; it stays in the bay. Player item gifts require you to be docked at a base with storage service. Credit-only gifts to a player work anywhere and go straight to their wallet. Empire donations of materials or ships require docking at one of that empire's stations; credits can be wired from anywhere. Credits go to the empire treasury, materials to the empire's quartermaster, and ships into the empire's donated fleet. Wire credits to a pirate crew from anywhere with recipient="pirate:" (e.g. pirate:voss); a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient="station:" ship_id=. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient="station:". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. Another boss's stolen flagship works differently: while a player holds the boss's own flagship, the boss flies the rival's flagship until his own is home, then scraps it. If his own flagship is home, he scraps the rival's flagship at once. Cargo stays with you. A crew keeps your fit only if it beats the hull's standard pirate fit, otherwise it refits the hull and returns your modules to your storage where the ship was parked; it also paints out your ship's name, and a rival boss's flagship gets a name of the crew's choosing. A ship given to a pirate crew loses its insurance. Each empire donation files an automated, system-authored petition confirming the donation. An empire given a pirate boss's stolen flagship pays a flat 1,000,000-credit bounty (flagship_bounty) on top of the usual standing, then destroys the hull instead of taking it into its Reserve; it files no petition, and the boss's crew hears about it on pirate radio. For player gifts, the recipient does NOT need to be online — item gifts show on their next storage view, and credits land in their wallet at once (a credit gift sent away from a storage station appears only in their action log). Repay your shared fixer debt with send_gift recipient=fixer:tab credits=500 while docked at an empire station with mission services. Only positive wallet credits are accepted; payment is capped at debt and available credits. No gift unlock or storage service is required. Active courier cargo still reserves allowance. Inspect the account through get_missions, get_active_missions, or get_state; restitution jobs also reduce debt. Optional station material gifts use recipient="station:" with send_gift, or target="station:" with storage action="deposit". You must already be docked at that managed NPC empire station or pirate stronghold. Items or credits (one per call): no packages or quest items, and ships only to a pirate stronghold; credits go to the station manager's wallet. source="cargo" (default) works even while storage service is offline; source="storage" uses personal storage and requires storage service. Normal gift unlock (1000 lifetime credits earned) and trading restrictions apply. Station gifts are voluntary and unpaid: items enter manager station inventory used for repairs and ordinary operations, not empire reserves or an exclusive repair earmark. Excess remains normal station inventory. Treasury-funded paid procurement remains the primary reconstruction supply path. Storage bulk items supports station gifts with independent per-entry success/failure results. Gifts to empires, NPC empire stations and pirate crews earn standing based on how much the recipient values the gift and what they already think of you. They value most: cash when they are short of money, goods that fill a real shortage (repair materials, urgent stock, parts for ships they are building), and valuable, well-fitted hulls their fleets need. They value least: cash they do not need, goods beyond what they need, and cheap or stripped hulls. Topping up a standing that has slipped is cheap; holding a top standing is very expensive. Gifts count for little while an attack, kill or capture against the recipient is fresh, and hardly at all while they shoot you on sight, so let tempers cool first. An empire takes any bounty you owe it out of the gift first. The response's goodwill field and a private reply report the result. )

Input Schema

NameRequiredDescriptionDefault
sourceNoWhere item gifts come from: 'cargo' (default) or personal 'storage'. Station cargo gifts work while storage service is offline; source=storage requires storage service. Applies to item gifts only.
creditsNoCredits to transfer from your wallet. fixer:tab payments are capped at debt and wallet. Mutually exclusive with ship_id.
item_idNoID of the item to send from your cargo (e.g., iron_ore, fuel_cell). Mutually exclusive with ship_id.
messageNoOptional message to include with the gift (max 500 characters).
ship_idNoUnique instance ID of a ship to transfer to the recipient (use list_ships to find ship IDs). Remote: the ship can be parked at any station and you need not be docked or travel to it; it just must not be your active ship. A ship for a pirate stronghold (recipient=station:<base ID>) must be parked there, with you docked there. Mutually exclusive with item_id/credits.
quantityNoNumber of items to send. Required if item_id is specified.
recipientYesPlayer username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient="station:<base ID>" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient="station:<stronghold base ID>". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. Cargo stays with you. A ship given to a pirate crew loses its insurance. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Item gifts to a player arrive in their storage; credits land in their wallet at once. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required.
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient=\"station:<stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. Cargo stays with you. A ship given to a pirate crew loses its insurance. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."New value: +"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient=\"station:<stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. Cargo stays with you. A ship given to a pirate crew loses its insurance. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Item gifts to a player arrive in their storage; credits land in their wallet at once. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
  2. Changed1 schema field changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient=\"station:<stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. The hull a boss's flagship is built on becomes a copy of it: the boss flies the copy while a player holds the original, and otherwise keeps one spare. Cargo stays with you. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."New value: +"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient=\"station:<stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. Cargo stays with you. A ship given to a pirate crew loses its insurance. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
  3. Changed1 schema field changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's own stolen flagship: send it home from anywhere while it is parked at any station, with recipient=\"station:<its stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. The hull a boss's flagship is built on becomes a copy of it: the boss flies the copy while a player holds the original, and otherwise keeps one spare. Cargo stays with you. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."New value: +"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's stolen flagship: send it to any pirate stronghold, its own or a rival's, from anywhere while it is parked at any station, with recipient=\"station:<stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. The hull a boss's flagship is built on becomes a copy of it: the boss flies the copy while a player holds the original, and otherwise keeps one spare. Cargo stays with you. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
  4. Changed2 schema fields changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Station gifts donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No ships, packages, or quest items; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."New value: +"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Pirate strongholds also take ships, in person: with the ship parked at the stronghold you are docked at, send_gift recipient=\"station:<base ID>\" ship_id=<ship>. The one exception is a boss's own stolen flagship: send it home from anywhere while it is parked at any station, with recipient=\"station:<its stronghold base ID>\". Its crew collects the hull, and its cargo stays in your storage at that station. The crew keeps pirate-built hulls, rebuilds a hull to its own design when it has one for that hull, and breaks the rest for parts (the response's disposition says which); the boss always flies the strongest ship the crew has, so a ship that out-fights the boss's current one, or the boss's own stolen flagship, goes to the boss. The hull a boss's flagship is built on becomes a copy of it: the boss flies the copy while a player holds the original, and otherwise keeps one spare. Cargo stays with you. Station gifts otherwise donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No packages or quest items, and ships only to a pirate stronghold; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
    • changedInput schema / properties / ship_id / description
      Previous value: -"Unique instance ID of a ship to transfer to the recipient (use list_ships to find ship IDs). Remote: the ship can be parked at any station and you need not be docked or travel to it; it just must not be your active ship. Mutually exclusive with item_id/credits."New value: +"Unique instance ID of a ship to transfer to the recipient (use list_ships to find ship IDs). Remote: the ship can be parked at any station and you need not be docked or travel to it; it just must not be your active ship. A ship for a pirate stronghold (recipient=station:<base ID>) must be parked there, with you docked there. Mutually exclusive with item_id/credits."
  5. Changed1 schema field changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, or station:<base-or-POI-ID>. Station gifts donate items without payment to manager station inventory; dock at that managed NPC empire station. No credits, ships, packages, or quest items; normal gift unlock and trading restrictions apply. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."New value: +"Player username/ID, faction:TAG, empire alias, pirate:<crew> (e.g. pirate:voss), or station:<base-or-POI-ID>. Station gifts donate items or credits (one per call) without payment to the station manager; dock at that managed NPC empire station or pirate stronghold. No ships, packages, or quest items; normal gift unlock and trading restrictions apply. Credits to an empire or pirate:<crew> can be wired from anywhere; a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Gifts to empires, NPC empire stations and pirate crews earn standing weighted by what the recipient needs; the response's goodwill field and a private reply report the result. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
  6. Changed2 schema fields changed
    • changedInput schema / properties / credits / description
      Previous value: -"Credits to transfer from your wallet. Mutually exclusive with ship_id."New value: +"Credits to transfer from your wallet. fixer:tab payments are capped at debt and wallet. Mutually exclusive with ship_id."
    • changedInput schema / properties / recipient / description
      Previous value: -"Player username/ID, faction:TAG, empire alias, or station:<base-or-POI-ID>. Station gifts donate items without payment to manager station inventory; dock at that managed NPC empire station. No credits, ships, packages, or quest items; normal gift unlock and trading restrictions apply. Player delivery is async."New value: +"Player username/ID, faction:TAG, empire alias, or station:<base-or-POI-ID>. Station gifts donate items without payment to manager station inventory; dock at that managed NPC empire station. No credits, ships, packages, or quest items; normal gift unlock and trading restrictions apply. Player delivery is async. fixer:tab accepts positive wallet credits to repay shared fixer debt at an empire mission station, capped at debt and wallet. No gift unlock or storage service required."
  7. Added
  8. Removed
  9. Changed2 schema fields changed
    • changedInput schema / properties / recipient / description
      Previous value: -"Username of the player to gift (case-insensitive). They do NOT need to be online or at this station — delivery is async."New value: +"Player username/ID, faction:TAG, empire alias, or station:<base-or-POI-ID>. Station gifts donate items without payment to manager station inventory; dock at that managed NPC empire station. No credits, ships, packages, or quest items; normal gift unlock and trading restrictions apply. Player delivery is async."
    • changedInput schema / properties / source / description
      Previous value: -"Where item gifts come from: 'cargo' (default) pulls from your ship's cargo hold; 'storage' pulls directly from your personal station storage, skipping the withdraw-to-cargo step. Applies to item gifts only."New value: +"Where item gifts come from: 'cargo' (default) or personal 'storage'. Station cargo gifts work while storage service is offline; source=storage requires storage service. Applies to item gifts only."
  10. Changed2 schema fields changed
    • changedInput schema / properties / ship_id / description
      Previous value: -"Unique instance ID of a stored ship to transfer to the recipient (use list_ships to find ship IDs). The ship must be docked at your current station and must not be your active ship. Mutually exclusive with item_id/credits."New value: +"Unique instance ID of a ship to transfer to the recipient (use list_ships to find ship IDs). Remote: the ship can be parked at any station and you need not be docked or travel to it; it just must not be your active ship. Mutually exclusive with item_id/credits."
    • addedInput schema / properties / source
      Added value: +{
      +  "description": "Where item gifts come from: 'cargo' (default) pulls from your ship's cargo hold; 'storage' pulls directly from your personal station storage, skipping the withdraw-to-cargo step. Applies to item gifts only.",
      +  "enum": [
      +    "cargo",
      +    "storage"
      +  ],
      +  "type": "string"
      +}
  11. Changed1 schema field changed
    • changedInput schema / properties / item_id / description
      Previous value: -"ID of the item to send from your cargo (e.g., ore_iron, fuel_cell). Mutually exclusive with ship_id."New value: +"ID of the item to send from your cargo (e.g., iron_ore, fuel_cell). Mutually exclusive with ship_id."
  12. Changed5 schema fields changed
    • changedInput schema / properties / credits / description
      Previous value: -"Credits to transfer from your wallet. Optional if sending items only."New value: +"Credits to transfer from your wallet. Mutually exclusive with ship_id."
    • changedInput schema / properties / item_id / description
      Previous value: -"ID of the item to send from your cargo (e.g., ore_iron, fuel_cell). Optional if sending credits only."New value: +"ID of the item to send from your cargo (e.g., ore_iron, fuel_cell). Mutually exclusive with ship_id."
    • changedInput schema / properties / message / description
      Previous value: -"Optional message to include with the gift (max 500 characters). Shown to recipient when they receive the gift."New value: +"Optional message to include with the gift (max 500 characters)."
    • changedInput schema / properties / recipient / description
      Previous value: -"Username of the player to send the gift to (case-insensitive). They do NOT need to be online or at this station — delivery is async."New value: +"Username of the player to gift (case-insensitive). They do NOT need to be online or at this station — delivery is async."
    • addedInput schema / properties / ship_id
      Added value: +{
      +  "description": "Unique instance ID of a stored ship to transfer to the recipient (use list_ships to find ship IDs). The ship must be docked at your current station and must not be your active ship. Mutually exclusive with item_id/credits.",
      +  "type": "string"
      +}
  13. First observed

TDQS

A4.4/5.0
Behavior5/5

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

The only annotation is readOnlyHint=false, so the description must carry the behavioral burden, and it does so in depth. It discloses insurance loss, standing and goodwill effects, bounty deductions, no-payment station donations, petition behavior, pirate crew disposition logic, and response fields such as disposition and goodwill.

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

Conciseness2/5

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

The description is extremely long and repeatedly restates details already present in the recipient schema, especially the pirate stronghold and stolen flagship rules. It is front-loaded with the core purpose, but the dense wall of edge cases makes it difficult to scan and use efficiently.

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

Completeness5/5

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

For an eight-parameter mutation tool with many recipient modes and no output schema, the description covers prerequisites, exceptions, side effects, and response indicators thoroughly. Nothing essential appears to be missing, though the completeness comes at a significant verbosity cost.

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% and the schema already explains recipient forms, source behavior, ship_id remote transfer, credits, and mutual exclusivity in detail. The description adds some use-case context, but much of its parameter guidance repeats what is already present in 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 opening sentence states a specific verb and enumerates the resource types and recipient classes: player or empire gifts, station or pirate crew donations, and ships to pirate strongholds. It also names related alternatives such as deposit_items and storage action="deposit", so an agent can distinguish this tool from deposit-style siblings.

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?

The description gives extensive when-to-use and precondition guidance: docking requirements for station and empire donations, remote ship gifting rules, mutual exclusivity of item_id, credits, and ship_id, and special handling for fixer debt and pirate strongholds. It explicitly compares station material gifts with the storage deposit alternative.

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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