If PvE and PvP communities are to have any chance of thriving in the same game then no one method of playing should be rewarded more generously by the developers than the other. To do otherwise will create unnecessary animosity between the various types of players who want to play Star Citizen. The goal should instead be on making sure every reward is obtainable through multiple avenues, so that each player is able to chase down the same rewards through their preferred method of playing. We should never have a situation where players have to play in a manner they find unenjoyable to obtain fundamental game items. I find it very disheartening that CIG is considering making the rewards for the contested-PvP version of Rockbreaker superior to those found in the exclusive-PvE versions of the contract. Players should be using the contested version of Rockbreaker not because it's the method to access the best rewards, but rather because they enjoy participating in PvP with other willing PvP combatants. While there is the potential for additional conflict in the contested version of Rockbreaker, players engaging in PvP already receive additional rewards and resources through the loot they can acquire from other players. Additional bonus rewards on top of that is unnecessary. Meanwhile, those using the exclusive-PvE versions of the contract are saddled with guaranteed additional financial costs, credits which they have to spend time and effort earning through other activities. And yet for some reason they're supposed to get the inferior loot. Let's look at that again: One side has the possibility of additional conflict (which can, in turn, provide additional resources to the victor) and receives superior mission rewards, and the other side has guaranteed additional costs to cover but receives inferior mission rewards. How does that make any sense? I'm not looking for either side to have a reward advantage. I just want a game where a player can look at a piece of content, choose the path (PvE or PvP) they find the most joy in, and then receive the same rewards as those who took the other path. And before anyone brings it up, no, I do not think a player driven economy is a good idea, much less the route one side should be forced to engage with just to access rewards which the other side can access through game content. A player driven economy is neither the answer to this problem nor a good idea to mold this game around, for reasons that have been argued at length in other threads.