Use a max limit of drops in a small container being read by a comparator to drop out afk players -- use something like a hopper (9 stacks) or single chest fed by a hopper chain.
Have the container at the drop out exit point BUT feed the loot to the afk'ed player through a dispenser until the container signals empty. Then use a dispensed water stream to push them out of the building. People who want to leave early can hit a button to be dropped as though they reached the limit. If they leave the game or warp/home out then loot is forfeit and logic drains the container.
Have multiple afk pools connected in line where you sense a person in a pool and cause the entrance to close until the person leaves. That way people can afk to get in and once in the last pool get loot, reach their limit, have loot dispensed to them and get kicked out of the building.
In theory you can have multiple exit points and loot destinations. An exit point is not available until the loot is removed either by the player or by a timer removing it to forfeited storage.
Final puzzle is to stop people from doing /sethome inside.
But you could be diabolical and setup a multiplayer afk circling pool with multiple dispensers shooting loot in in opposite rotation to the water flow for the nearest player to automatically pick up. Let as many players crowd in as they want. No more chest thefts to deal with.
Be wasteful, if all players have full inventories then the loot despawns
Or don't be wasteful. Collect the circling loot at one spot by hopper and shoot it in again but use hopper overflow to divert any excess.
Either way, a player arriving finds the pool filled with loot to pickup by circling a few times and does not have to afk for long. Anyone afk'ing for a long time gets a full inventory but wastes time otherwise. If they empty their inventory and return, they can get more loot but others get loot too.
Have the container at the drop out exit point BUT feed the loot to the afk'ed player through a dispenser until the container signals empty. Then use a dispensed water stream to push them out of the building. People who want to leave early can hit a button to be dropped as though they reached the limit. If they leave the game or warp/home out then loot is forfeit and logic drains the container.
Have multiple afk pools connected in line where you sense a person in a pool and cause the entrance to close until the person leaves. That way people can afk to get in and once in the last pool get loot, reach their limit, have loot dispensed to them and get kicked out of the building.
In theory you can have multiple exit points and loot destinations. An exit point is not available until the loot is removed either by the player or by a timer removing it to forfeited storage.
Final puzzle is to stop people from doing /sethome inside.
But you could be diabolical and setup a multiplayer afk circling pool with multiple dispensers shooting loot in in opposite rotation to the water flow for the nearest player to automatically pick up. Let as many players crowd in as they want. No more chest thefts to deal with.
Be wasteful, if all players have full inventories then the loot despawns

Or don't be wasteful. Collect the circling loot at one spot by hopper and shoot it in again but use hopper overflow to divert any excess.
Either way, a player arriving finds the pool filled with loot to pickup by circling a few times and does not have to afk for long. Anyone afk'ing for a long time gets a full inventory but wastes time otherwise. If they empty their inventory and return, they can get more loot but others get loot too.
/Rowebot