If you want, you could make something like the Driver's vehicle harm rule - there's a countdown clock, and the thing gradually deteroriates as it suffers damage. If the armour (or weapons, whatever) that a fighter-type uses deteriorate, he needs at least a couple of people on his good side to keep him stocked up.
You could also make threats less directly confrontational. I wouldn't go so far as to try and eliminate large-scale battles out of the game altogether (picking a fighter-type is saying "I want to do a lot of fighty stuff!", after all, and the game is all that much better when it's about something the players want to do), but you could add an extra step before the threat gets murdalized - a sniper nest that can't be shot at before you know where it is, raiders that employ hit and run tactics that you need to catch up to, psychic monstrosities that only partially exist in killable meatspace.
That doesn't solve your problem directly, but it does stop things from being boring for everyone, which is your actual worry, right?