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Outposts & SAP

On the open-PvP islands, outposts can be owned by player corporations. Control is measured by a stability meter (0–150) shown above the outpost in map view. The SAP (Service Access Point) system is how that meter moves — and how outposts change hands.

flowchart TD
    O["Outpost owned by a corporation\n(stability 1–150, shown on the map)"] --> S8["Every 8 h: a new SAP opens\n(passive / active / specimen / destruction)\nexpires after 2 h if unfinished"]
    S8 --> W{"Completing corp vs owner"}
    W -->|"owner"| UP["+ SAP points (10–15)"]
    W -->|"ally (standing ≥ 10)"| NO["No change"]
    W -->|"anyone else"| DN["− SAP points"]
    UP --> M{"Stability at 0?"}
    DN --> M
    M -->|yes| NEUTRAL["Outpost becomes neutral\nnext SAP capture takes it (starts at 1)"]
    M -->|no| O
    O -.->|no SAP for 5 days| DECAY["−5 stability per day"]

The rules

  • When the owning corporation completes a SAP, stability goes up by the SAP's point value.
  • When a corporation allied to the owner (mutual standing at +10 or higher) completes one, stability does not move.
  • When anyone else completes one, stability goes down by the same amount.
  • At zero, the outpost loses ownership and becomes neutral. Completing any SAP on a neutral outpost captures it (the completing corporation becomes the owner, starting at stability 1).
  • Decay: if no SAP is completed for 5 days, the outpost starts losing 5 stability per day until one is (or until it is lost).

The four SAP types

Every 8 hours an outpost puts up a new SAP — one of four types. Each type has its own point value and its own completion method:

TypeHow it's donePointsReward flavor
PassiveStand inside the SAP beam for 8 minutes. Progress is individual (each player's own continuous time in the beam); the single highest personal progress takes it over.+10Faction plasma (scales with stability), research kits, EP boosters.
ActiveTarget the SAP and keep a SAP hacking module running — about 120 module cycles (5 s each), i.e. ~10 minutes. Progress persists if you stop or leave; individual.+15Plasma, kernels, research kits, and reactor cores (robot production).
SpecimenBring specimen items to the SAP (within 7 m) and submit the 5–6 it asks for. Each submit has a 90-second cooldown; progress is individual.+15Plasma, kernels, research kits.
DestructionShoot it down: 30,000 armor and 150 resistance to all four damage types (60% reduction), 6 m signature — small weapons hit it best. Damage progress is corporate, not individual, so whole fleets can chip away at once; the corporation with the most damage when it dies applies the result.±15Faction PvP ammo, plasma, kernels.

All four SAPs broadcast the current top scorers (top 10) to everyone nearby, and they expire after 2 hours if not completed.

Denying the enemy

Because destruction progress is corporate and the sign of the stability change depends on who wins, a common tactic is to deal enough damage to top the leaderboard but not enough to finish the SAP: if the owner's own crew then finishes it, your corporation is still the winner, and the stability change lands against the owner.

Watching and predicting

  • The intrusion scanner charge in a geoscanner, activated near the outpost, reports the time until the next SAP for outposts in range (on open-PvP islands the same charge reports NPC reinforcement status instead).
  • SAPs announce themselves to nearby players a short while before they open.
  • The SAP's top-scorer broadcast means you can watch a contested SAP in real time and decide whether to contest it.

Other ways stability moves

  • SAP relics — relic objects that spawn 90–350 m from the outpost (4-hour respawn, up to 12 hours old). Popping one applies ±1 stability instantly (for your corporation), flags you PvP, and pays EP plus a plasma container.
  • Guardians and invaders — the outpost's NPC bosses:
    • Guard NPCs hold close to the outpost (~35 m). Killing one always reduces stability by 3, whoever kills it; they respawn in ~6 hours.
    • Invader NPCs patrol out to ~300 m. Killing one raises stability by 2 for the killing corporation; ~6 hour respawn.

Why outposts matter

Owning an outpost gives the corporation its bonuses (production, defense facilities, effects) and is the backbone of open-PvP territorial play — see PBS for the structures that make an outpost an actual base of operations.