QUOTE (Draco18s @ Dec 13 2011, 05:55 PM)

I didn't say I had better ideas, just that it makes no sense.
If you think about it, you can't use the same rules for "we only need one of them" and "they only need to get one of us." In the later case, more team members is a liability.
Ok, but... basically the liability thing is already in there, because iterative probability disfavours the weakest element, and having to win several times in a row will worsen that. If you add team members just for the teamwork bonus, but they can't actually keep up with you, they will keep losing and get caught, or at least unnecessarily draw out the chase. Having several critical vehicles that need to get away is even worse.
If the fastest of the quarry manages to break, then the others lose bonus, and so their chances just dropped further. So unless you have a self-contained team that can give itself the maximum teamwork bonus, any added vehicles are automatic liabilities, teamwork bonus or not. Basically to be a benefit each added vehicle or team needs to already be very similar to the level of the primary vehicle.
For example:
Cop car drops some (= a team of three) of these fast pursuit drones (P4s?) against a lone runner getaway car. Now the cops get bonus in the range of +4 to +6 both for the car and the drone team. This always helps.
In order to even the odds, the runners drop a very similar team of drones. Now it's back to the same odds as before, except the drone team has to get away, too. If they can't beat either of the cops reliably, then this was a stupid move.
On the other hand, if the cop car were throwing, say 12 dice, getting a few for speed, let's say 4, and 4 more from teamwork (capped by reaction), then it's 20.
The cop drones are largely irrelevant, because their weak standard pilots can't do much. So, let's say basically 4 dice + 6 from speed.
Now if the runner vehicle does not clearly outmatch the base cops (16 dice), then that teamwork bonus the cops just got is really bad news. So they deploy drones, too, putting parity back on the table. The drones need to be able to also throw reliably more than the cops, though. Even at DP parity their odss are pretty bad, so they might end up a sacrifice.
The Break maneuver as it is can also make for neverending fights: At DP parity basically the odds of getting away are really slim. You can't maneuver anymore because that break roll is your stunt, so your DP is stuck, while the pursuers can still inflate theirs.