It makes sense to me but maybe i'm missing something, but the ticket losses due to give ups and general infantry death's are usually the deciding factor in a round of Squad. Often you see upward of 200 tickets lost to infantry. Most of these losses are not from infantry bleed out. 95% of the losses are due to people giving up to respawn asap. In some instances the benefit outweighs the cost. By and large though, people are giving up just because they want to respawn and get another kick at the can, which results in 1 ticket loss per give up. As the game sits today, there is no incentive for a player to wait for a medic or another teammate to revive them. Sure, you can say the incentive to wait will save your team a ticket. But in a 45 minute match that ends with over 200 infantry ticket losses, clearly that's not enough incentive. If a person waits 300 seconds and bleeds out, their team loses a ticket. If they get knocked down and give up right as a medic is about to revive them (so frustrating), their team loses a ticket.
I think that some incentive to wait for teammates to revive a down soldier should be implemented. There should be no ticket loss for players that wait to be revived and bleed out as a result. Ticket loss should be a punishment to the team who's player gives up, but not for those of us who play the game right and wait for revive.
Of course, there are circumstances where you can see on the map that there is not a teammate within 1000 yards of you and the likelihood of revive is zero, then you have a choice to make for yourself and your team. You can give up, costing your team a ticket. or choose to bleed out to save your team a ticket.
Question #2
Why do we need to have the enemy main displayed on the map? I would much rather have that hidden from view and have to discover it via helicopter spotting or by some other means, rather than it just be displayed on the map before the match even starts.