Currently the morale (tickets with flavor) is kind of black-and-white: either all soldiers fight with full elan, without any penalty / malus OR the reinforcements are depleted and the round is suddenly lost. This is not realistic, not appealing (“morale” is being lowered, but it has no impact on gameplay) and (more importantly) not gameplay clever.

My suggestions is to make morale impacts more fuzzy and more appealing:

1)
Morale drops below 50% => slightly increase the time for respawns
Morale drops below 25% => significantly reduce the respawn time

Rationale: the soldiers with lower morale are more reluctant to reinforce the first line

2)
Morale drops below 50 / 25% => slightly / significantly increased suppression effects

Rationale: when low on morale, fear and shock is increased

3)
Morale drops below 50% => out of formation soldiers auto-surrender when close to enemy in close formation
Morale drops below 25% => out of formation soldiers auto-surrender when close to enemy even in skirmish formation

Rationale: low on morale soldiers would surrender when alone facing superior number of enemy in good order
Gameplay: punishing lonewolfing in realistic way and encouraging formations

4)
morale above 75% => quicker sprint and more stamina

Rationale: fresh troops have more stamina


Gameplay improvements of fuzzy morale system: reducing enemy tickets will be much more gameplay important (and can be used for balancing maps/scenarios), especially for attacks - when lowering enemy tickets, attacking will become realistically easier (imagine Burnside bridge with US side having more tickets); dying out of formation will be more punishing for the team; keeping formation will be more rewarding; unbalanced battles will end quicker