Problem 1: How to make a ranged attack different from a mêlée attack, except for when you are attacking the obvious flying opponents?
I guess my counter question would be, what is the literal difference between melee and ranged?
i.e. Is there an actual, measurable difference to the game itself between one or the other?
I see a few ways to even look at ranged vs melee. First it would be a good idea to establish how the ranged attack works, if the ranged characters are modified by the weapon type, if a ranged attack gets a certain bonus or penalty, if it takes longer than a melee attack to aim/fire, relative range based on weapon.
This all really goes down to what kind of detail you have, if you simply want the ability to have someone hit another player from a different room, well you could add some checks and it wouldnt really take much else.
I think your line priority brings up another point, can the person shooting, or being shot, be obfuscated and increase/decrease success as a result? In the terms of a simple room to room setup, simply giving line order could be enough, but then say you put the archer in front, and a knight behind him, can the knight still attack others in the room? If so, does that not negate the line order anyway?
Also, generally, the type of ranged weapon would limit you to certain ranges, rates of fire, reload times, etc. Would any of these have impact on your scenario?
Does flying innately confer ranged attack? I would think no, either you have a ranged weapon/spell, or you do not. Flying or not. Either you need to get close to the opponent or you use a ranged item.
If everyone is in the same room, would an archer get a point blank range modifier? Either positive or negative. Most systems give a negative modifier to a point blank ranged attack, mainly because it is so unwieldly compared to a sword to the gullet. If I shoot at you and miss from another room, and you make it to me before I reload/shoot/escape, can't I just take out a melee weapon and try to defend myself? Obviously versus a trained warrior this might itself be suicide but I don't see why it shouldn't be an option as opposed to simply fleeing.
Problem 2: The characters that you are attacking will come to your room in one second, making ranged attacks useless.
Change the amount of time it takes for someone to transition from one room to the next? Add a slight delay, I suppose you could also put a message, you begin to leave towards X or something (might get spammy).
In the case of a melee character being able to get to you though, unless there is a recover time for shooting a ranged weapon.. why cant they just run. They have equal opportunity to type in whatever movement mechanism to leave.
I mean, say you use a simple compass movement system, west to go west north to north, etc. If I want to do a sneak ambush I could attack, and then have a planned escape route and try to effect my escape when i fire.
Just a thought.
Another interesting question I always had, and have seen this done both ways... Do you announce
who shot the missile? Or simply that you were hit by 'something' or 'something' whizzed by your head, oh goodness!
-Syn