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Glama

transfer_personnel

Transfer fit or injured crew and marines to an allied ship at the same POI (Both ships must be out of combat and the donor must retain one fit crew member. Explicit injured transfers require free capacity. Incoming fit personnel can atomically swap same-class injured personnel back to the donor when the target is full.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
targetYesAllied player ID or username at the same POI.
fit_crewNo
session_idYesYour session ID from login/register
fit_marinesNo
injured_crewNo
injured_marinesNo

Schema Changelog

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

  1. Added

TDQS

A4.5/5.0
Behavior5/5

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

Beyond the readOnlyHint=false annotation, the description reveals important behavioral rules: combat restrictions, donor retention requirement, free-capacity requirements, and the atomic swap mechanism when the target is full. This is rich context for a mutating operation.

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 front-loaded with the action, but its single parenthetical-heavy sentence packs many constraints. It earns its length given the complexity, though clearer structuring would improve readability.

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 covers the essential mechanics and prerequisites for the transfer, which is especially important given no output schema and minimal annotations. It does not describe return values or failure behavior, but the operational constraints are well covered.

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 only 33%, but the description names the four personnel categories (fit crew, fit marines, injured crew, injured marines) and explains constraints that affect parameter values, such as free capacity and atomic swapping. It compensates for the sparse schema, though it could map each parameter more explicitly.

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 states a clear action—transferring fit or injured crew and marines—plus the destination (allied ship at the same POI). This distinguishes it from sibling tools like recruit_personnel or treat_personnel despite not naming them.

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?

It gives concrete usage constraints: both ships must be out of combat, the donor must retain one fit crew member, and injured transfers require free capacity. It provides clear context for when the transfer is valid, though it does not explicitly name alternatives or exclusions.

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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