I always assumed the fighting in PS2 was a combination of "Star Trek transporter malfunction used to our advantage" in creating a person out of data that is stored in the transporter buffer, and "laws against creating multiple copies of a person at once".
Either that or it's a future-war agreement where you carry out the war virtually to avoid killing all the humans everywhere.
After all, when you kill someone they digitally despawn with green lines and stuff. The medic gun heals indiscriminately. Engineer gun repairs anything without spare parts or even knowing what you're repairing.
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Auraxis must have an atmosphere because there is an aurora on Esamir.
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It feels like they should have no classes. Just pick an item for each slot and roll with it. Give everyone two extra loadouts. Medics with rocket launchers. Engineers with sniper rifles. Why is this a problem? Only reasons I can think of are (1) this is a common FPS game design and they just went with whatever people would expect, (2) it was in an early build and they never wanted to go through the effort to change it, (3) artificially makes the game seem to have more variety, (4) you have to buy stuff for each class so you end up spending certs or station cash multiple times, (5) they figured everyone would end up with a loadout for each role anyway (6) they wanted you to have to choose between utility or a good gun.
1-3 are just dumb, whatever.
4 I could totally see happening.
5 is wrong because not everyone likes to play a sniper for example
6 could be circumvented by giving each loadout a max number of "quality points" so you couldn't grab a full kit with a SAW and medical applicator - but if you left behind your grenades, mines, and pistol you could get away with it.