@Arkandel What you're discussing is very similar to the system that I'm trying to work out. I very much want coded social combat in the system, but I also want to make sure that no one expects instant-conversions, and to limit the impacts of using the exact wrong argument and still succeeding.
With that in mind I have a section at the beginning of any fight (social or physical) that includes Setting the Stakes. Each of the players involved states what their character intends to do, and the other players state whether this is a reasonable possibility. This is more important for social combat than physical, because we all (or at least most of us) understand and agree upon the physics of real-world physical combat -- the same is not true with social combat, it's more like a Jedi and a Borg trying to agree on whose universe is "right" before beginning a fight between them. The hope is that this will rein in some of the attempts at instant-seduction or instant-conversion or whatever. If the players involved cannot agree, Staff is called in, talks to each individually, and determines the available stakes.
Physical Example One: Player 1: "My character is looking to hit some people to work off some stress, but doesn't want to actually injure anyone." Player 2: "Sure, that sounds good, about what my character wants too." Player 1: "Great, we're agreed."
Physical Example Two: Player 1: "My character wants to rip someone limb from limb and bathe in their blood." Player 2: "Uh... considering you're playing a hacker with a Strength 2, probably not. My character is just looking to escape this attack." Player 1: "Oh, yeah, you're probably right. Well, okay, my character is looking to inflict as much damage as possible with their bare fists." Player 2: "Understood."
Social Example One: Player 1: "My character wants to get a discount of 20-30% on this item." Player 2: "Sounds high, but with some really good rolling, possible. My character wants to mark the item up by 10%." Player 1: "Ouch, over list price? I guess that could be possible with a good argument."
Social Example Two: Player 1: "My character wants to get your character to betray your King and let me in to poison him." Player 2: "Our characters have never met, and mine is a Royal Guard who loves his King. Romantically. Probably not going to happen." Player 1: "Hrm, how about casting doubt on the King's fidelity to crack some of that resolve?" Player 2: "Sounds plausible, we'll go with that. My character is trying to resist this argument and get your character to go away."
The second part is adding a step before rolling, and another before posing for social combat. Yes, this makes social combat more involved, but again, we have to define the world the characters are playing in before poses make sense. The first step is for each character to state (generally) what tact they're taking. The other character then provides a bonus or penalty for the attack based on how effective that argument would be. The second step is where the defender reconciles the attack with their character. If the argument was ridiculous but the roll was excellent (countering the penalty and beyond), then the player has a chance to suggest some ideas to the attacker's player that might explain why it worked. Sadly, it requires rational adults on both sides, so I don't know if it would ever work in a public system.
Example One: Player 1: "Since my character knows that yours just got out of a bad long-term relationship, she's going to suggest that the characters should totally have a one-night stand at a later date." Player 2: "Ouch. Sadly, he's really against one-night stands. Like, really, really against. Probably a -3? My character is going to try to suggest that yours chase after Bobby instead." Player 1: "Oooh, my character thinks Bobby's a hunk, +1." Rolls are made, Character 1 wins despite the penalty. Player 2: "Hrm, wow. Okay, so maybe it's not so much suggesting a one-night stand as simply friends with benefits at a later date? No romantic entanglements, but not something utterly meaningless? Or maybe she plays it cool and just suggests going out for drinks to complain about the bad breakup with the idea that she'll get him drunk and try again?" Player 1: "Okay, that second idea sounds workable, I'll go with that."
Example Two: Player 1: "I'm going to appeal to your character's love for protecting innocents by claiming that the rebels I want him to smuggle out of the city are actually innocents the government is hunting." Player 2: "That's a good idea. I think that's probably a +2. It would be a +3 if your character had evidence that they were innocents. My character's just hanging in there, clinging to his oaths of allegiance." Player 1: "Yeah, no modifier, obviously." Character 1 rolls well, Character 2 rolls poorly. Player 1: "How about noting that a couple of the rebels are women, and one is a teenager?" Player 2: "Yeah, that sounds like a great way to handle that social beat-down."
Example Three: One round, Character 1 tries to straight-up intimidate Character 2, with Player 2 deciding that since their character is tough and nasty themselves, that's a -1 penalty. Character 1 grumbles to themselves, but accepts it. The rolls are mixed, and no one makes much progress. The next round, Player 1 decides their character is going to threaten Character 2's family. Player 2 states that this would never work, and it's a -2 penalty. Player 1 protests, stating that Character 2 has stated how much they love their family in past RP, and in fact has the Quirk "Family Conscious." Player 2 is adamant, because they don't want to lose. Staff is called in, the situation is explained (in individual pages with each player to make sure it doesn't devolve into an OOC shouting match between the players), and Staff declares that the threat to the family is actually a +3 bonus. Rolls are made.
Edit: Formatting is apparently hard, even when it's that simple.