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switch_ship

Switch to a different ship stored at this station, or swap in space with your ship in a faction-mate's carrier bay (Swap your active ship with one stored at this station. Fitted CPU and power must fit your Engineering skill before boarding. Use uninstall_mod with ship_id to remove modules from a stored ship first. Cargo from your current ship is moved to station storage. Modules stay on their ships. Requires shipyard service. Releases your wreck tow without moving the wreck. Returns already_towing if you tow a ship. Unload that ship first with storage action=withdraw item_id=<ship_id>. Carrier swap in space: while undocked at the same POI as a faction-mate flying a carrier (both out of transit, out of battle, no aggression timer, no tow), ship_id= swaps in one step. Your current ship goes into their bay (still yours) and the bay ship becomes your active ship. No shipyard needed. Each ship keeps its cargo, modules and crew. The bay must have room for your current ship after the swap (bay_full). Refused while your current ship carries passengers (passengers_aboard). Otherwise switch_ship auto-docks at your POI's station.)

Input Schema

NameRequiredDescriptionDefault
ship_idYesID of the ship to switch to (use list_ships to see your fleet): a ship stored at your station, or, while undocked at the same POI as a faction-mate flying a carrier, your ship in their bay, which swaps in one step with no shipyard
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / ship_id / description
      Previous value: -"ID of the ship to switch to (must be stored at current station, use list_ships to see your fleet)"New value: +"ID of the ship to switch to (use list_ships to see your fleet): a ship stored at your station, or, while undocked at the same POI as a faction-mate flying a carrier, your ship in their bay, which swaps in one step with no shipyard"
  2. Added
  3. Removed
  4. First observed

TDQS

A4.7/5.0
Behavior5/5

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

Goes well beyond the single readOnlyHint=false annotation by disclosing side effects: cargo from the current ship moves to station storage, modules and crew stay with their ships, wreck tow is released without moving the wreck, and the call auto-docks at the POI's station. The carrier-swap path adds the conditions (both out of transit/battle, no aggression timer, no tow) and the bay-capacity constraint.

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?

The opening clause and the parenthetical restate the same fact ('switch to a different ship stored at this station' then 'Swap your active ship with one stored at this station'), and the whole thing is delivered as one undifferentiated block mixing the station path and the carrier path. Most sentences carry real information (error codes, prerequisites), but the duplication and lack of structure cost it.

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 a two-parameter mutation tool with no output schema and only a readOnlyHint annotation, the description supplies everything an agent needs: prerequisites, both execution paths, state transitions of cargo/modules/crew, and the failure codes returned. Nothing material is left to inference.

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 already 100%, so the baseline is 3, but the description adds operational meaning: ship_id may mean a ship stored at your station or your ship sitting in a faction-mate's bay, and that interpretation changes the no-shipyard/one-step behavior. It also shows ship_id being reused as the module and storage item identifier for the preparatory calls.

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?

States a specific verb and resource plus both operating modes: switching to a ship stored at the station, and swapping in space with a ship in a faction-mate's carrier bay. It is clearly distinguishable from siblings such as refit_ship, list_ships, and uninstall_mod, which are named as related but separate actions.

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?

Explicit preconditions and routing are given: requires shipyard service for the station path but none for the carrier swap; use uninstall_mod with ship_id first to free fitted CPU/power; use storage action=withdraw to unload a towed ship before switching. Refusal conditions (already_towing, bay_full, passengers_aboard) tell the agent exactly when the call will fail.

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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