So long term stamina is reduced during the ground game? If so, it has very little effect because you can't notice it so I'd say
absolutely!
Now, judging by what you are saying......stamina is only reduced on the ground if a transition is denied?
If I had the debugging options in front me, I'd fiddle with each area until you can get someone with excellent wrestling top control (
Sonnen is good example) to maintain positional control while draining the sub(
When facing a terrible ground fighter....ala Mike Tyson).
We need two things, 1) Slow down the non-stop transitioning game the ground game currently has. It is much better than last years version but its a "cocaine" version of real life. Entirely to fast and constant. Slowing it down should be key. 2) Ground work should be MUCH more taxing on long term stamina. Plus the sub should be taking a large stamina drain from being controlled and being forced to carry someone else weight.
If you can make this happen GDU, I'd be extremely happy.
Example: Skip to 1:00min, notice how its far FAR from a constant transition..transition...transition......deny...tr ansition...how the ground game currently plays out in UFC 2. I'm not exactly sure how to slow this down but it shouldn't be a spam of transition attempts. Problem we have currently, maintaining control like the below video PLUS delivering strikes is almost impossible. They will spam transitions which mean you must spam denials which then prevents you from striking + add in lack of a stamina penalty on the ground and you have a 12 year olds Mt. Dew version of real life.
Edit----------------------------------------------------------------------------------------
So I've been sitting here thinking, how do you slow this down and improve on what is currently in place. Another words, a fix via a patch.
I think its very easy now that I'm wrapping my head around it. Make the long term stamina drain much more pronounced, another words noticeably pronounced when getting denied. That way if people choose to spam transitions, it wouldn't take but a couple matches for them to quickly realize getting denied spamming transitions = BAD!......"ohhhh man I need to slow down and really pick when to attempt a transition, like after a strike or after faking one direction then moving another".
So lets work out an example.
Say Daniel Cormier is in full guard top control and Ryan Bader is on his back.
Ryan attempts to pass to get up....Daniel denies the transition. Baders long term stamina should see a nice chunk removed. So now Bader panics and attempts another.....denied.....another pass attempt...denied again. Now Bader should see his long term stamina is noticeably lower than DC's from just a couple of panic moves. If Bader would of looked to strike.....gain some GA and setup some fake transition attempts he might of been able to get out of this without a huge stamina loss.
Rough rough example of how noticeable it should appear.
This would open up the ground game and slow it down at the same time because people would quickly take notice......you can't spam transition attempts just willy nilly.
Side note, this should also be how long term stamina is reduced for "highlight" strikes like spinning attacks or jumping attacks. There should be a huge penalty for just throwing them repeatedly.