I'm with BytePro. All my games have combat in them somewhere, but combat is infrequent in all of them.
This wasn't always the case. I find it's strongly influenced by the gaming environment.
Once upon a time, when I had local players gathered round a table looking at carefully painted metal figures and cardboard or resin scenery, we jumped from one combat scene to another, with only a few rolls to open doors, etc, between them. There didn't seem much point in buying costly action figures bearing interchangeable weapons, and intricately detailed sci-fi scenery, then lovingly painting them up, if all you were going to do was plot 'intrigue' in your heads.
However, when RL dispersed my gaming groups, everyone became busier and I moved to PbP to get my fix, I had the opposite situation. It became difficult to 'see' a combat situation in text-based posts. Ten years ago drawing and posting a battlemap was a major undertaking and VTTs were unheard of, so my games evolved into a much higher proportion of RP and much less combat.
Today, of course, virtual gaming environments and real-time online communications have swung online games back to a recreation of the old tabletop experience, but I'm afraid this old fogey hasn't evolved with the technology and I still game in PbP. As a result, it can take the best part of a week to adjudicate a round of combat, even with the simplest rules, so I tend to use it sparingly as an 'adrenaline recharge' perhaps one scene in five or maybe one in ten.
I can relate and commiserate, but my group never left that first universe. We don't meet often, but when we do out comes the battlemat and the case water soluble crayola markers. Every year there are more and more incredibly detailed and finely painted lead and plastic 8mm or 15mm minis -with everything from infantry to dropships, tanks to monsters. I am really impressed at the lengths my players go to to paint this stuff. They are painting insignias and eyeballs on 8mm figures that I can hardly even see except for with a magnifying glass!
My guys all play PC games, but there is still nothing like meeting in a basement around a table with a few beers or firing up the BBQ and gaming the old way! The two experiences are simply incomparable.
I don't usually draw the terrain until the first few rounds have been fired. Descriptions are vague in the beginning and then suddenly they realize the terrain confronting them when the map is drawn. I try to give them the feeling of getting sucked into things, because trouble usually comes when you aren't looking for or expecting it. Even sometimes when you are expecting it, its sudden appearance takes you by surprise. "This isn't happening! This isn't happening!", but it is!
Sometimes through the use of the battle-mat though, I see things becoming more like a set-piece wargame. I don't like that. If I have combat I want to try to transmit the confusion, the shear fear and the adrenaline rush to my players (without the real danger).
The battle-mat and minis sometimes work against me because they make things measurable, empirical, calculable everything that a real battle is not.
Where-ever possible I try to get a good mix, using the mat and the minis to display and describe the situation and keeping things vague to draw them in and surprise them.
Where I feel I need to get better, is keeping things vague, shrouded and confusing to give the players that oppressive feeling of tunnel vision, being out of breath and having everything just happening so fast, but at the same time going by in a kind of slow motion.
Often you never know what hit you other times you see it coming, but are powerless to change the flow and sometimes if you are lucky everything just flows, you are at the right place at the right time, the training kicks in and you attain almost a trace-like state, that if you survive turns into one hell of a high (at least in the short-term). It is not always easy to transmit that feeling to people, especially those who have never felt it, but that is how I would like it to come across.
The hardest thing is finding a way to tell the players, that although they can see everything on the mat in front of them, it is not as easy for their characters to react as it is for them to move their minis on the map. I keep saying things like, "You hear so many bullets whizzing around you that you are just sure you will get nailed if you poke your head up over the wall!" Sometimes that is a warning they should heed and sometimes poking their head up over (or around) that wall is exactly what they need to do.
I have to constantly remind them that even-though they see the mini of one of their comrades to the left of them on the battlemat, they don't necessarily KNOW that he is there let alone what targets he has picked to shoot at. My objective I guess is to make things realistic to them, to transmit that rush safely, so that they will have the most fun from the encounter. I don't always know though, if this is the right thing to do.
I used to think it would be nice to have that rush without the danger, but sometimes now I wonder if it might be irresponsible? It is nearly impossible to transmit the feelings of all that and the aftermath that follows and I wonder if one should? Sometimes I think it helps me even if it is sometimes difficult for me on some level.
My ultimate goal is to try to get other people to understand what it is like. Yet I know that there is no way to really build a bridge between those three worlds of the realities of war, the drudgery and and shear taken for granted bliss of civilian life and pure high fantasy.
"Better to live a long life eating millet."