Wouldn't you agree that if you're out robbing and see a player with a colored nametag, you'd just ride off without any sort of IC reasoning and act like that wasn't a potential robbery victim anyway 😭 ? Protecting a new player IS forcing an RP direction upon everyone for the sake of fairness, the way you proposed and the one I proposed would be forcing a direction either way. I'd rather roleplay with that person I can't rob anyway and give them a good experience even if I don't get anything from their pockets, if anything, leaving without bothering after seeing a green nameplate is rather arcade-y.
Your first point I do agree on, if you're carrying over 200 dollars in your pockets you're either: 1. Moving money from bank to bank or from a good business deal, or 2. You're simply a goofball. People should be afraid of carrying bank on them, and the current ruleset is rather causing the opposite effect.
Add a grace robbery limit. For example if a player is carrying between 0 to 50 dollars, you can rob them all, if a player is carrying 50-200 (200 being the starter money) you can only rob 50 dollars, and if a player is carrying anything above 200, all of their money will be eligible for a robbery.
Adding a command like /checkhours is useless and does nothing but force players to RP in a certain way. For example, you go to rob someone only to /checkhour and see they're new and you'll have to go "Nawh you ain't worth it partner!" and gallop away like a dumbass. Instead have a differently colored nametag or an emoji in the nametag, so upon approach players would instantly see someone is new and don't waste anyone's time.
This will ensure banks are still used, new players are protected and no specific RP direction is being forced upon anybody.
Also I suggest keeping item robbery allowed against new players, so should someone still choose to rob a new player, they'd still be able to take items, just not the money.
If the theft limit proves to be a problem then I urge all of you to suggest a rule change once enough reasonable time has passed.
We can add the proposed 8 hours for both robber and victim, I will forward this since a command is also underway to check if a player has enough hours.
New players should not be robbed of their starter checks because that serves as a great detriment to them starting off their characters.
I think the theft limit should have been broached with the community before being implemented. In 1884 it was commonplace to travel in a group as to protect oneself and that should be considered the norm in our world as well. This was a sledgehammer solution to a needle sized problem.