Hmm, the simulation of flirting in a game is quite tricky IMO. I don't know how good are other BSN members at flirting in real life, but from my own experience, the "beauty" of the flirting is that
you don't know, how the addresse will
respond.

It is the uncertainty about the response what makes it soo exciting and forces so many people to take one or two drinks before they decide to try it.
So yes I think, the player should not know immediately whether he / she will succeed. The problem is that
"flirty line" would give player
too much certainty that he / she is getting closer and closer to particular NPC.
As for "ninja romances"

<3, they are, IMO, the result of
lack of dialogue lines or
conversations. Yes, IRL, you can invoke someone's feelings without even trying... The difference is, that you will not suddenly act like you are in love too after few conversations with that person:lol:. You can stop such "romance" much earlier and in much more elegant way.
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So
the best solution, IMO, would be to have more dialogues and conversations with much more accurate "representative words" on dialogue wheel, so that the player would have enough options to express his/her own opinion and (!) will be sure that the character is going to say what he/she is supposed to say...
but, he/she will not be sure how the NPCs will respond. Like in real life.
Since the resources are limited, I do not expect this to happen... and between the threat of being ninja romanced" [smilie]http://social.bioware.com/images/forum/emoticons/ninja.png[/smilie][smilie]http://social.bioware.com/images/forum/emoticons/heart.png[/smilie] and totally predictable and mechanical romance, I would rather put up with the first one.