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subscribe_observation

Read-onlyIdempotent

Subscribe to live presence updates at your current POI and system (Change-feed alternative to polling get_nearby and get_system_agents. Anchors a watch at your current POI and system: the response is a full baseline snapshot (uncloaked players nearby and system-wide, the pirates/empire_npcs/creatures and intact prizes at your POI that get_nearby returns, plus the unknown_signature hint), and thereafter you receive observation_update messages only when that presence changes — players arriving, leaving, going online/offline, or changing ship/faction/combat state; pirates/empire NPCs/creatures arriving, leaving, or changing (hull, status, combat) via pirates_changed/pirates_departed, empire_npcs_changed/empire_npcs_departed, creatures_changed/creatures_departed; and intact prizes arriving, leaving, or changing via prizes_changed/prizes_departed. Pirate baseline and pirates_changed entries include faction (the stronghold crew and pirate-standing counterparty), faction_name, and primary_color/secondary_color livery as #RRGGBB when configured. Avoids re-fetching the full list every tick. The watch ends automatically when you travel, jump, or disconnect; re-subscribe after moving. Cloaked players are hidden, same visibility rules as get_nearby. Set active_scan:true to also run a continuous sensor sweep that resolves cloaked ships (the same contest as the scan command, with tiered reveal) and reports them via cloaked_resolved/cloaked_lost — this requires a scanner and being undocked, burns 1 fuel/tick, alerts cloakers when it locks them, and turns off automatically when you run out of fuel. It replaces looping the scan command to hunt cloaked traffic. Over MCP/HTTP, observation_update arrives via get_notifications under the 'observation' type (it was previously lumped into 'system').)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idYesYour session ID from login/register
active_scanNoAlso run a continuous active sensor sweep that resolves cloaked ships (requires a scanner, must be undocked, burns 1 fuel/tick, alerts cloakers). Omit or false for the passive presence feed only.

Schema Changelog

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

  1. Added

TDQS

A4/5.0
Behavior1/5

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

The description richly discloses behavior: baseline snapshot contents, event types, auto-termination of the watch, cloaked player visibility, fuel burn, cloaker alerts, and notification routing. However, it directly contradicts the readOnlyHint annotation: active_scan:true is described as burning 1 fuel/tick and alerting cloakers, which are mutating side effects, yet annotations declare readOnlyHint=true. Per the rubric, a contradiction forces a score of 1.

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 long and dense, but it is front-loaded with the core purpose and every major detail — event types, lifecycle, prerequisites, fuel cost, and notification channel — serves the agent's invocation decision. A few clauses are packed together and could be tightened, but given the tool's complexity, the length is justified and there is no filler.

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?

Without an output schema, the description carries the full burden of explaining what the agent receives: the baseline snapshot, subsequent observation_update event categories, the events for pirates/NPCs/creatures/prizes, watch termination, visibility rules, and the get_notifications routing under 'observation.' It also covers the active_scan mode completely. Nothing essential for selecting or invoking the tool is missing.

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% for both parameters, so the baseline is 3. The description adds substantial value beyond the schema for active_scan: it explains the continuous sensor sweep, tiered reveal contest, fuel cost, cloaker alerting, auto-off when fuel runs out, and that it replaces looping scan. session_id needs no extra elaboration because the schema documents it adequately.

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 opens with a specific verb and resource: 'Subscribe to live presence updates at your current POI and system.' It clearly distinguishes itself from the polling alternatives get_nearby and get_system_agents, and the name makes the relationship to unsubscribe_observation obvious. An agent can tell exactly what this tool does without inspecting 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 explicitly frames the tool as a 'Change-feed alternative to polling get_nearby and get_system_agents' and says active_scan 'replaces looping the scan command.' It also gives lifecycle guidance: the watch ends on travel/jump/disconnect, re-subscribe after moving, and active_scan requires a scanner and being undocked. This is strong, actionable when-to-use guidance.

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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