It is probably possible, although without giving it a go, I am not certain. Using key strokes from Comms and variables, you sould be able to create a dialogue tree that simulates some kind of two way conversation. All the responses from comms wold have to be predefined, but could range from simple "hit Y to say Yes, hit N to say No" to "x = are you kidding?!, z = I think that is a great plan, c = let me think it over for a while" The idea does remind me of some games like that, usually mystery games, where you have to ask the right questions to get the information. To be able to script one of these in Artemis, you would first need a very clear and detailed plan of the dialogue tree. It would also take a lot of scripting code I imagine.
Recently, I worked on some code that allowed comms to get status reports from around the ship. A pop-up would announce new information, then comms could hit a key and call up the report (z called up a report from engineering, x was from the senor arrays and c was from "operations") Once you had the report, if you hit the key again, you would get another message of "nothing to report at this time" rather than the same report over. It took quite a few scripted events to get it sorted, and I only made a couple of update messages from each area. In a way, it is a similar idea and it did take a decent amount of scripting work to complete. I did try to link it with the mission though, so reports could only be accessed at certain points or for a certain amount of time (if you neglected keep checking for new reports, you could miss it altogether).