You described the classic approach where relationship points are related to available content, but I'm not sure that's even appropriate for this game. As I see it the highlight of this game is the unusual ways of seducing and seducing the beauties, which consists of creating appropriate situations, I don't think the usual point system is relevant here.
I think that the developer by creating such a convoluted relationship/dependency branch wanted to make getting through the game fun, although as you can see from the comments, many have trouble finding the right paths. Nevertheless I think it's best to stay within the current approach, we just need some tricks to win. For example:
- add a handy memo/path for each girl, it would be great to implement this through the MC phone menu;
- to avoid situations like you described with Audrey, make more than one path to the goal.
In General I think we are on a similar page
The "classic approach" to relationship points usually fail because they are too simple/linear
Hilter was very nice to Puppies, not so nice to Jews, How does he score on the good vs bad scale.
I think the best approach would be to have global values representing gerneral attitudes to you, ie it has to be easier dominating someone if they notice everyone else is submissive to you.
and personal values representing the specific interactions you have had with them.
So an event like making Audrey spread her legs would be her personal Domination Score + Global Respect Score = Wether she is scared enough of you to comply.
The Global Respect (GR) would be earned in tangent with the personal domination, so for example
- making a strong willed character Publicly submit to you would generate Lots of GR
- making a strong willed character Privately submit to you would generate some GR
(representing how people would notice a certain amount of fear/deferance in their attitude to you)
- making a weak willed character publicly submit to you would a little GR
Likewise Global Admiration should be a factor It is easier to Love people who are loved, people can gush with each other how fantasic you are, spurring them onto more and more daring acts of devotion.
So wether an NPC commits to a Love event, might be
Global Admiration + Personal Admiration +- (jealousy/cheating score) = Wether they want to persue a love path with you.
Love and Fear are not mutually exclusive, particularly in the context of leadership, you can love how dynamic your leader is and fear the repercussions of failing him