It's about where development focus went
After they have lost license for a very sophisticated set of mechanics and they had to come up something in a few weeks.
Also, better plasma guns are a refuge of games with shit combat.
Don't go into the ridiculous territory of trying to misinterpret something that's clear-cut. It's a desperate move to alter reality to your liking. He wasn't
literally talking about a weapon upgrade.
Tim Cain is not you, and his focus is not your focus. No amount of wishing will change that.
Which doesn't change the fact that muchkinfesting and super weapon progression is a refugee of games with shit combat.
GURPS: Fallout would have a JA2-level combat system.
No, it would've had GURPS instead of SPECIAL and the same combat system. Because it did have GURPS, and then they changed it.
You are wrong. GURPS Fallout had a very different combat system.
Main differences are:
-GURPS is a simulationist system.
-Turn in GURPS lasts 1 second.
-It's possible to Aim for multiple Turns in GURPS to make full use of weapon accuracy.
-Below certain level of skill, one must Aim for 1 turn to avoid an accuracy penalty.
-There are different manoeuvres to use during turn: Move, Step and Fire, Aim, Long Action, Attack, All-Out Attack, All-Out Defense, Change Position (possibly not implemented due to lack of animations), Feint, Wait.
-Besides critical hits, there are flat damage modifiers for hitting specific body parts. For example limbs halve damage, Vitals triple damage while Brain quadruples damage. Crippling limbs and eyes requires going over a specific damage threshold - so it's possible to do it without critical hits.
-Weapon damage is higher in proportion to HP.
-There's negative HP with saving throws against losing consciousness and against dying.
1-3 HP cuts move in half.
0 or less rolls against falling unconscious each turn.
-HT HP - roll against dying. Every 5 HP lost another roll against dying.
-5xHT Automatic Death.
-There's shock after for 1 turn after injury.
-Weapons can take 1 or 2 hands. There's division in punch and kick.
-There's Fatigue.
-There are no increases of HP without spending character points on HT attribute.
-Advancement through Character Points instead of XP.
It's clear from Tim Cain's words and actions that he viewed combat as just one of the gameplay systems, not THE system. I see that as an enlightened approach, because, frankly, combat for the sake of combat is the STAPLE of RPGs, and it bores the living shit out of me.
Fallout put a lot of focus into quest scripting variety, content variety, dialogue scripting, non-linearity on several levels, and world-building. More games should start seeing things this way.
You conveniently forget the amount of effort that went into Fallouts hastily put together erzatz combat system in comparison to most of shit cRPG combat systems that don't even have critical hit tables and aimed shots.
Also, GURPS with its lethality would make normal basic considerations like taking in account level of threats vs. the level of necessity of engaging into conflict.
GURPS combat is DEADLY. It makes a huge difference. Just look a this:
Generally, accurate automatic and aimed fire tends to leave people REALLY dead.
It's not a kind of system where you want to needlessly expose yourself to enemy fire. Which is an important consideration when exploring more of the world and more of the ethics of a post-nuclear world.