Difficulty options rarely hurt.
In the general case I'm not sure how to 'fix' it. More/better nonviolent options to keep guests distracted longer? The possession mechanic sounds like it could be fun, it'd give something for succubi to do in combat (besides tasers I guess).
It might not provide a direct solution but some kind of 'permanent' escalation mechanic, where teleporting doesn't completely reset threats and they become better equipped as time goes on, all the way up to a 'you lose'. This threat could be mitigated by sending out traitors, perhaps. (Which, traitors are the hardest to get via 'just bushwhack them'). A long cooldown on the teleport or some other means of avoiding just Battlestar Galactica'ing all your problems, also good.
It's probably not in keeping with the 'tone' per se but if it was possible for characters to actually *die* in combat, that'd substantially incentivize avoiding it. Not only the risk of losing valuable characters in mass combat, but of accidentally killing the people you're trying to 'recruit'.
Perhaps adjusting the behavior of the beegirl hive could help as well. As is they're too easy a source of powerful fighters and contribution. Maybe make them more aggressive if they lose people and/or have a kind of internal economy where they need nectar to produce more beegirls. Presumably could be reset (at least partially) by teleporting.
I don't want to get too far into just making a 'wishlist' though.