Thanks very much Az.
For other who can't find them but who do stumble upon this thread, here they are:
sv_player_tickets - Individual Player Tickets: The number of respawns allocated to each individual player. After this number has been reached the player can no longer respawn and is restricted to SPECTATOR mode. If all players on a team have exhausted their Individual Player Tickets the opposing team is declared the winner.
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sv_player_full_ticket_respawn_time - Full Individual Tickets Respawn Interval: The time threshold setting that determines whether a player starts with a full allocation of Individual Player Tickets. If the player joins prior to this time they receive the full amount of Individual Player Tickets available, if they join after this time then their starting Individual Player Tickets are decremented proportionally to the amount of time left in the match.
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sv_player_ticket_respawn_time - Individual Tickets Respawn Interval: The time threshold setting that determines whether a player starts with Individual Player Tickets. If the player joins prior to this time they receive the Individual Player Tickets determined by sv_player_full_ticket_respawn_time. If the player joins after this time interval, they will not be allocated any Individual Player Tickets.
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sv_team_tickets - Team Ticket Total: Sets the maximum number of Team Tickets for both teams. Each player death will decrement a Team Ticket from their side (as well as an Individual Player Ticket if so configured). The team that runs out of Team Tickets first is declared the loser after a Challenge Period with no Team Tickets has passed. Team Tickets are decremented based on the type of vehicle destroyed and the manner in which the player dies.
Battle Armour death = 1
Light Mech = 2
Medium Mech = 3
Heavy Mech = 4
Assault Mech = 5
Aerospace, VTOLs, hovercraft and tanks follow a similar Team Ticket weighting based on their equivalent C-Bill cost to the 'Mech series above.
Deaths and vehicle destruction are cummulative. As example: if you jump out of a Light Mech and die as BA, that costs 3 Team Tickets, 2 for the Light Mech when it is destroyed and 1 for dying as a Battle Armour. This is to encourage pilots be as strategic as possible with their battle choices and their ability to return to base safely.
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sv_null_ticket_wait_time - Challenge Period Time Interval: Sets the amount of time that passes after all of the Team Tickets for a team have been exhausted until a winner is declared. During this interval the team that has exhausted their Team Tickets can attempt to bring the opposing team down to a 0 Team Ticket state to have a draw declared.