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The combat requires you to manually shuffle your crew around as there's currently no combat/alarm schedule.
My only gripe with crew micro management is that when I DO occasionally want to micro manage a bit, the UI clicky interface won't let me execute the orders. So they spent all this time on an interesting side-view crew perspective, but when you actually need to use it, it's restrictive at best.
No, not all the time. There are certain stressed situations in which flooding is happening and devices/crew are not allowing interaction when in reality you know for certain; an action should be allowed!
https://steamcommunity.com/sharedfiles/filedetails/?id=3297424109
There are several situations other than the one above, where I am prohibited from interactions with various items. ...and generally, it's stuff like this that earns the UI the "clunky" label so often applied.
The only real clunky thing with micromanagement is getting the crew to automatically carry water because it can only be done by assigned but idle officers crewmen (and manually assigning someone ofc).
There are many examples... we quote two off the top of our heads, and I keep running into more. It's a micro-management issue if the game prohibits you from micro-managing.
Here's another one:
https://steamcommunity.com/app/494840/discussions/0/4509877334877181462/
The more hands-off crew management options are serviceable if you're not wanting to dive deeply into playing this as a hardcore sub simulator.
If you're wanting a experience kind of like this is a WW2 submarine version of something Mount & Blade and not a naval sim, then you'll likely find it all perfectly fine.
The problems with the behaviour more come when you're trying to play this as a full hardcore naval simulator, but if that's not your explicit goal then honestly mostly the problems go as deep as "I really wish my radioman would have just administered first aid to dying crew despite the fact there was ankle deep flooding in the compartment".
It should be noted though, that the more hands-off crew management behaviour does come with some trade offs.
As part of some aspect of how the game will be handling a lot of the day to day things and hiding various jobs from your scheduling, the knock-on effect is you end up having less free crewman available on shift that can be assigned to officers to increase the efficiency of your boat.
Which might not seem significant, but with how brokenly unbalanced the crew assignment bonuses are in the current state of the game, you're looking at the difference between it being possible to have a 50% fuel reduction bonus going at all times, versus having a 20-30% fuel reduction bonus going intermittently.