Something like this:
Physio level Injury Recovery cost Fitness recovery............
cost 0* 50 credits 1% 100 energy/1 credit
1 40 credits 1% 80 energy/1 credit
2 30 credits 2% 100 energy/1 credit
3 20 credits 2% 80 energy/1 credit
4 15 credits 3% 100 energy/1 credit
5 10 credits 3% 80 energy/1 credit
* starter level
Also the success of the Motivational Meeting should not be certain, and should cost less, probably
50 energy. The probability of success could instead depend on physio level and player mental attributes. For example, use a base probability dependent on physio level:
Physio Level "Base" probability of success (increasing player morale)
0* 25%
1 40%
2 50%
3 65%
4 85%
5 110%
*starter level
...and modify it by (up to 30%) the aggregate mental score (AGG + DET + INF) relative to "average" levels (10) or ([Aggregate mental score] - 30). Thus players with low mental scores will be less likely to improve their morale after a Motivational Meeting than players with high mental scores, by up to 60%..
EXAMPLES: Physio Level AGG DET INF sum modifier
Probabilities of success: 0 1 2 3 4 5 Player A 14 11 16 41 +11% 35% 51% 61% 76% 96% >100%
Player B 6 3 7 16 -14% 11% 26% 36% 51% 71% 96%
In general, I think
the Physio needs more influence in the game, as do mental stats. This would do both.
Also those "money managers" who buy credits to heal injured players and recover fitness...their strategy will become considerably more expensive without a good (and costly) physio...
P.S. My Physio is level 2; I'm not looking for extra benefits from previous investments....