I disagree with this statement about what combat boils down to. I find that to be, at best, an oversimplification of terms. However it is possibly even a gross miscatagorization of the factors at play in combat. Particularly when applied to the wide variety of what a mission objective may consist of.
Mission objectives simply change priority. Essentially, your combat scenario is going to boil down to the following
How long can you stay alive for, while still completing the objective
The easiest way to not be eliminated is to eliminate damage sources. This needn't always result in a frag, but is regardless a factor or damage out
CC, heals, buffs and debuffs change one side of the ratio or the other. Ease of use and skill determine their efficacy, but there will still be a range in which they can affect combat. CC reduces enemy efficacy, leasing to less damage taken or easier damage given out (through ease of landing hits), healing subtracts directly from damage taken, buffs and debuffs directly affect the stats of one side or the other, reducing their ability to add to their side of the ratio
Your objective is ultimately going to boil down to you or the enemy needing to keep or take something. In CTF you need to clear a path for your FC, in an attack/defense mode one side needs to eliminate point capturers while the other needs to eliminate defenders. Combatants must be moved to a state where they cannot combat to progress, whether this means they run away to heal up or restock their ammo, or that they simply get eliminated.
There's more subtleties involved, and obviously your strategy is going to base itself around the style of the game and how you fit in to it, as well as how the weapons and resources function, but that's why I'm talking about the *core* of a combat system
^He gets it. The oversimplification of "combat" is what's led us to the gross homogenization of so many games over the past decade; it's why so many games feel like 'WoW-clones.' I simply recognize the direction of a discussion which leads right back to that gameplay formula sooner or later and am trying to encourage others to broaden their thinking so we start imagining greater things, rather than just accepting the constraints placed on games by limited design scope and outdated technology. It's the pigeonholing of "combat" into "a DPS formula" that's so rigidly compartmentalized the way we think about games.
It's not an oversimplification though, it's simply a function of the way in which conflict is handled. If conflict was dialogue based, or scoring based and not based around health pools, or was scored by a panel of judges, the ratio would be different. It might include things like the ability to empathize, or around scoring chances/chance to goal ratios, or the ability to surprise or pander to a portion of the judges. What we have though is a system that is built around shooting targets. When you're exchanging damage and have finite health pools, the goal is to have that ratio go on your favour until the threshold where the other combatant cannot fight. This is an easily understood concept and can have near infinite variety in how it is handled. You then, though, must remember that this is not a one-and-done affair. You have other combatants closing in. You have the factor of damage taken. Some enemies have higher health or damage, and you need to adjust your play style correctly so that you are taking out a larger % of their health pool than they are yours (health pools being a function of all of your survival options, not just health)
Movement determines the damage you take, and the ease with which you can hit back. You can dodge attacks and move in ways that make consistent accuracy easier
Positioning and weapon usage do the same. If you have the right weapon and the right spot, your damage efficiency increases. If you pick a good defensive position your incoming damage decreases
Accuracy determines your need to use the other tools at your disposal and increases or decreases the efficacy of your output
Resource management is a function of the damage you take, and the accuracy you have, but ultimately determines how sustainable you are
WoW's combat system isn't every combat system, nor did it invent this ratio. Why do you think DOOM maps have ammo and health where they do? Why do you think they can make later levels harder while also giving you more powerful guns? It's because id used to be keenly aware of how these things worked from a mechanical perspective, and they were goddamn wizards when it came to fixing that system to a series of levels and set assets that evoked the mood they were going for
I'd say rather than try to construct a weird sort of moral high ground where there isn't one, you should use an example of what it is you want