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More sic credits for starting characters

SIC is a great RP facilitator, but it's also something that starts pretty expensive - when you usually need it most - and then becomes a rounding error pretty quickly.

So a small idea is to load up new arrivals with some extra SIC credit, like 2-3k worth. Give them more of a buffer before they need to start paying up for it.

You already get a ton of messages before you have to feed Bill. It's part of managing your resources, I don't like the idea of giving credit just for them to suddenly have to deal with it on their own later on.
I agree with Eve, you already start with a fresh SIC bill and I think that should be enough for the initial finding a greeter/finding work phase of things, plus more.

Additionally, managing SIC is part of the game that everyone struggles with one way or another throughout their playtime: I think it's good to teach new players how to manage that from the beginning.

Imagine, if you will, starting characters getting 2-3k worth of resources.

Oh, woe, if only there was a way to get 2-3k worth of resources in 2-4 hours as a starting character….

Now I may be the exception to the rule, being an ancient returning oldbie but I don't see the struggle here.

3k credits is 300 messages at 10c per message. That's usually enough for you to link up with a greeter, and a few other people, while not burning through a ton of it.

On the flip side, it is VERY easy to hit your weekly earnings cap within an hour or 2 of your history being approved. As others have mentioned, it's just another resource to manage.

It's meant to be expensive and force you to RP on a phone or in person!
I am usually all for throwing more resources at immies, but I think there's a certain point where handing too much to them may actually harm their ability to play the game normally once all these benefits expire. Extra SIC credit included. Three hundred messages is a decent buffer I think.
I don't have much preference here one way or another. But I do want to point out that SIC credit isn't just about private SICs. The thing I've seen hit new characters hardest are SIC keys. Specifically the 'mandatory' work key that is frequently a new character's first or second key and frequently not reimbursed or covered by the job.

Again, I have no strong feelings here and even when taking SIC keys into account, I have no preference as far as changing things or not. Just wanted to add another factor I didn't see mentioned yet.