Wow, really? You want a game like Crysis or Bioshock with linear stories an few options? Both are fine games but they are very restrictive compared to the with the sandbox worlds of F3 & NV.
I don't give a flying [censored] about a sandbox world when it comes to Fallout, I'm in it to see what evolved from the ashes of the old world, to see what new societies were built, to see what new cultures developed, to see what the morality and ethics people have and what "justice" really is in the wasteland, I'm not in it to fight a bunch of deathclaws at dungeon #42 with my Plasma Power Armor (Oh there'll be one, mark my words...) and Tesla Rifle MK VIII.
Fallout 1 and Fallout 2 had node systems and they worked perfectly fine with that and were not linear so you're wrong.
Why a node system would be far superior
imo is because of the things I said above, in order to see as many different variations of those as possible a node system to put distance between societies makes it realistic and we can have far more realistically sized towns/cities/settlements.
I mean, come one, NV had one city, one!
Same with FO3, and that city was overrun by yellow ogres.
And look at NV, did we get to see any civilized Legion towns? Nope. Why? Cause they had a sandbox map that is already stuffed with crap.
So a sandbox map?
You can't have realistically sized places in that.
Everything just clutters up; there's no realistic distance between places at all. And towns, cities and settlements will all be minimized just so that the map isn't 85% civilized city and 15% wasteland.
So sandbox?
[censored] that.
FO1 and FO2 did just fine without that crap so I'm all for ditching it completely for a map node system.
BUT! I wouldn't mind it if each node had around the same amount of sandbox as Zion did.
Yknow, a compromise.
We get both a good amount of exploration AND a map node system to put space between stuff.
[edit]
Let's continue shall we?
Republic of Dave like 300 meters from a deathclaw nest with only a mere fence to protect them.
Megaton surrounded by raiders.
Rivet City a stonethrow away from ogres.
188 Trading Post a stonethrow away from a Super Mutant raiding colony.
The Fort on the [censored] cliff at Hoover Dam. (Yeah uhm, how come "no one" has bought a GMG and rain hell on it yet?)
Camp McCarran a stonethrow away from Fiends.
Giant Radscorpions, seemingly trapped in that canyon at the cemetery in Goodsprings, how do they get food? There's like a dozen of them there? How come Goodsprings hasn't been overrun yet? What's keeping the radscorpions away? Cause the moment they see me they attack directly.
Remember in All Roads how they traveled like a day to get to The Courier? Yeah? That was like less than a kilometer in the game...
That some caravans in a certain quest got killed by a certain company instead of cazadors. (Cazadors, (pre-patch, which I will consider canon over the patch which [censored] the Cazador sight distance up) are hella deadly, and the caravans, walking buffés, was killed by, ahem, over cazadors?)
The distance between stuff doesn't make sense,
at all. (imo I guess)
Hell, yknow what?
I'd be okay with one giant sandbox map, then several off-site towns, cities, outposts and bases that you travel to The Pitt/PL/HH style which are in the vanilla game. (Though no epic sidequest like those DLC's...)
That way we could still get realistic distances between realistically sized civilized places AND a sandbox map for dungeon crawling and crap.
As long as "some" form of node system is in place in the Vanilla.