There are two punishments for losing an asset. Losing tickets and having a respawn time for the asset. The respawn time only affects those using the assets. If you lower the ticket punishment you will get those issues:
-If you play a map with a lot of assets (e.g. Burning Sands) and only few players using them, they won?t run out of asset even if they play aggressive. If there is no ticket penalty you will see them go kamikaze with the tanks, then with the IFV, then with the APC and meanwhile the tanks respawned. If they managed to lose all assets before the first respawns, asset squad tend to a. leave the server or b. taking limited kits (mostly sniper or hat) and fool around. Yes, I?ve seen asset squads using the respawn time to do something for the team, but most of the time...
- On Insurgency maps or asymmetrical AAS maps (like Dragon Fly or Fools Road) bluefor has less assets, but those can have a great impact on the game. Redfor should get - in my opinion - a much higher reward for destroying an asset. Having a lesser or no ticket penalty for losing assets would strongly favor bluefor teams on these maps.
I think the balance of the ticket system is tricky. In AAS you need balance between Inf, Flags and Assets. This balance depends on the map. Changing one side has influence on the other.
Vehicles
The ticket differences between the different vehicles aren?t reflecting their combat value. Right now you should never take those weak APCs (don?t know the name but I guess you all know those week armored 50cal APCs) out of base. Two of them have the same ticket price of a full battle tank.
The most common debate is about the
APC. Is it a battle taxi, combat support for infantry or support for the tanks. Right now the stronger APCs are used as tank support (if tanks are available on the map), while the weak APCs stay in base. I would suggest splitting the APC group into two. Weaker and cheaper APCs as infantry support/battle taxi and stronger APCs as tank support. I guess there has to be more tweaking than just their ticket value (e.g. weak APCs only 2 tickets). The combat abilities (damage on heavy armored targets) and roles (eg. no ammo boxes of tank support and supply crate for inf support APCs) could be adapted.
The
light ground transport and supply vehicles, jeeps and trucks are worth 2 tickets. Seems like most players don?t care (or don?t know) about these tickets. While a chopper trans squad is usual, I barely see a ground transport squad. I guess it?s just not interesting to play bus driver. That?s why you have to take those and abandon them at your destination - losing the 2 ticket sooner or later. If the team destroys their own truck instead of abandon them, you - at least - don?t run out of vehicles. I would suggest making the unarmed jeeps and trucks ticket free. The two tickets are not enough incentive to bring it back to base and a higher ticket value wouldn?t be a solution.
The heavy assets
All those heavy assets (Tanks, attack choppers, jets) do first of all battle each other if it is a symmetrical map. On a symmetrical map 10 tickets is fine, on asymmetrical 10 tickets are too low.
Flags:
A flag is 30 tickets worth if it was in enemy hands before and you fully captured it. 30 tickets are not much if the enemy team does defend properly. Getting all flags - ticket bleed - does win the round. However, against a good team, you won?t manage to get all flags. Getting a lot of neutral flags in the beginning only makes you vulnerable to lose those flags.
Example: Some clans do fight against mixed teams in public for training. Easiest strategy is to play Dragon Fly as GB. You only cap train station, get your inf and assets there and wait for the enemy. Since the enemy team is not that coordinated and people wanna have action, part of redfor will attack train station. Having all those assets GB can easily defend train station and redfor will lose a lot of tickets. After several fruitless attempts redfor team will be shattered, lingering around the map. Bluefor team just keeps on waiting, having a high ticket advantage. After bluefor made sure redfor team is bored and demoralized, bluefore will start attacking and easily win the round.
What I want to show is, that AAS is biased towards defending. Since the last flag is always the closed to your base, map control is irrelevant. Having more flags than the enemy is a disadvantage. Spawning at, capping and defending the tower of the airfield on Operation Barracuda as PLA can be fun. If you want to win tickets, wait outside the cap range for US to cap the flag and then attack. Or even better forget about the neutral flags at all. Shall US have the burden to defend them.
Suggestion:
I know that [WGP] experimented - and failed

- implementing an slow ticket bleed depending on the numbers of flags you control. This would make map control important and if the bleed is really slow, you could still compensate missing map control. I really like the idea.
Infantry
In a normal round it is the infantry losing most of the tickets. One soldier being worth up to 2 tickets (meaning 5 soldiers equal one tank and 15 equal one flag) is a high price. In my opinion the ticket lost for being critical wounded does give the wrong incentives. Even if you play in a coordinated squad and don?t get killed you still loose tickets. A lone wolf (we all love them) surprises you and does critical wound 3 of your squad mates before you manage to kill him. Even if you can revive all of your mates, the lone wolf still won ticket wise. In a normal inf vs. inf confrontation it is the SLs responsible you order the medic to revive mates or not. Since you already lost a ticket for the critical wounded, you have to decide between risking more tickets to revive him or letting on more ticket go. As SL I play "no one gets left behind" more often that I should ticket wise.
I think critical wounded shouldn?t cost your team tickets, because I don?t see any good incentive.