Just read on VC4 devs' post-mortem interview from rpgsite, they have heard quite a lot on NA fans wanting vc3 and looks like next Vc game could be set not in europa and with Fighter Planes, Vc4's main secret mission could be accomplished more easily if they had Fighter Planes imo:
RPG Site: So, now that Valkyria Chronicles 4 is out in both the east and west, what has been the reaction been like and the type of feedback you're getting?
Yamashita: We’re ecstatic about the game’s reception. Since it’s been seven years since VC3, and 10 years since the first game on home consoles, many fans have welcomed the game with open arms. We’re happy that we could give them what they’ve been waiting for. The game has reviewed even more highly than we expected, both domestically and worldwide. Everyone on the team is glad that we got to make a sequel.
Mikami: Overall, the reaction has been positive, with a few comments saying that they were hoping for a more dramatic transformation compared to the last game in the series. It’s been an even longer wait for the western audience, as they’ve been waiting since VC2, but we received a higher rating than I’d expected.
RPG Site: One of the important features removed in the transition from Valkyria Chronicles 3 to Valkyria Chronicles 4 was the Master Table, which I personally felt was very innovative - giving the game an interesting class system. The reason given was that there were too many characters in VC4 to make this work on a technical level. Was there an effort made to begin with, and do you think we could ever see something similar to in the future?
Yamashita: By now, we’ve heard quite a lot on how VC3 hasn’t reached North America. (laughs) VC3 had comparatively few characters, so we tried to make sure each of them had flexible progression paths to choose from. We experimented with character progression by letting the player experience a variety of class options, which culminated in the Master Table.
VC4, however, features far more playable characters than VC3 did. The low number of characters in VC3 made it necessary to allow each of them to spec into various classes. This time, there were plenty of characters in each class, so we didn’t think there was a mechanical need for them to change into other roles.
Each character concept typically relates to their occupation somehow, so I felt it was slightly unfortunate to lose those connections in VC3. We had hoped to delve deeper into various character subplots, such as the Engineer who can’t handle Ragnaid, or a friendship between the Snipers.
RPG Site: This will be my final question. Now that we have crossed the fourth numbered entry in the Valkyria Chronicles series, where do you see the series going from here? We are facing the potential of new PlayStation hardware on the horizon, so I would love to hear hypothetically what you would like to implement if you had far more resources at your disposal. Feel free to dream as big as you want.
Yamashita: Now that’s the dream, to have unlimited resources! (laughs) I think my answer would depend on many variables, like the scale of the available budget, how well VC4 does, and whether there will even be a sequel at all.
So far, Valkyria Chronicles has focused only on a portion of the battlefield, and the relationship between infantry and heavy weaponry. However, there are many other elements at play during a campaign. For example, air and naval power are crucial, while in the bigger picture, there are a lot of logistical factors like strategy and R&D that also influence the course of war. There are numerous conflicts beyond the boundaries of Europa, too.
We’ve still yet to explore so much of the world of Valkyria Chronicles, so I’m sure that no matter what else we introduce, it’s bound to be exciting.