But that's the series and the style of the games. Its what made the reputation, its what the designers set out to create. :shrug:... In the first, in the second, and even somewhat in Tactics. Combat-wise Tactics was a great improvement (I thought).
In case I didn't mention it before... I found Tactics to be well worth playing, just not as an rpg ~Which it wasn't trying to be anyway.
You'll have to explain a bit of how the SPECIAL stat/skill system is worse [if you would] ~I'm open to differing opinions, and we all know its flawed, but I've not seen much that's better for a cRPG...
(except maybe the Palladium rule set? or rollmaster? but neither have been used in video games that I know of).
:)
When we use compare skill mechanics, outside of character creation, stuff works quite identically in GURPS and SPECIAL. There is skill value, some modifiers (environmental stuff like darkness, how tired character is, possible resisting action) and success roll, little adding and subtracting later we know did character succeed in task or how long it took to do it. GURPS has much more skills and most of skills are more specific, simplicity is virtue to certain extent. Besides skills there is bit similar stuff that are called combat manouvers, special attacks and blocks for melee weapons or special firing methods for firearm as an example. By default melee combat skills include basic attacks.
Biggest flaw in any RPG in my opinion are level and class based rule systems, D&D has both, SPECIAL has levels and GURPS has neither. In GURPS character does something and is rewarded experience, witch he/she assigns to some skill or something else and becomes more powerful character. In special same happens, she/he suddenly becomes more bullet proof as character passed level barrier. In GURPS characters hit points remain same unless HT or some advantage is added that changes it. Rambo might be more skilled than average Joe on street, but both of them die as easily if they are hit by something. Lets compare what happens in GURPS after 7.62mm retroactive abortion from evil communists AK hits to leg of both of Rambo and average Joe, if they have similar hit point affecting statistic. Rambo has advantages like combat reflexes, high pain threshold and strong will +3 that allow him to remain calm and actually enjoy little fun communists provided him and patches his leg with pressure bandage, then Rambo continues being Rambo and goes on being Rambo by impaling thousands of communist lackeys with his bit oversized knife. In mean time average Joe rolls on street he was picked from to evil communist experiment, screams in agony and bleeds to death on rate of two hit points per turn as he cannot recover from pain caused by hit.
GURPS combat mechanics aren't especially good, but when compared with SPECIAL it has plenty of features like lot more hit locations. Those hit locations have different damage resistances and passive defense values. In GURPS certain hit locations cannot take more than certain damage. If character with 20 hit points is hit to hand with .50BMG sniper rifle that causes 48 points of damage, he doesn't die because his hand isn't vital organ and he takes only four points of that damage and hole in middle of his palm that bleeds 1hp per two turns until bandaged.
There is lot better combat mechanics when compared to GURPS, for example all games made by Leading Edge like Living Steel (one of best sci-fi game settings tied with Fallout). Living Steel has combat system that is simplified version of Phoenix Command Combat System tactical game by same company. Phoenix Command is definitely most realistic combat simulation I have ever seen, it takes into account pretty much everything and that is it's major failure, it's practically that complicated that it isn't playable without computer to actually check tables if advanced damage tables is used. For example shot into head with assault rifle from distance of 4 yards... damage can be anything from 1 (scratch) to 20 (just an flesh wound) to 800 000 (definitely not an flesh wound).