First of all, PLEX was introduced in 2008, 5 years after the game got off the ground and the userbase was already firmly established in there. And PLEX does not equal automatic in-game cash, you have to sell it or you can even lose it (there was a famous event when a dude lost the equivalent of over 6000 dollars in PLEX by having his ship carrying them destroyed). In fact, the most significant change about PLEX at this point was not that some dude could just get to the top of the food chain with money, but that the guys already at the top of the food chain (or even a bit lower) could play the game for free, by buying PLEX with in-game currency.
You're ill-informed. EVE Time Cards have been sold nearly since the game began, and serve almost the exact same role as PLEX—including being tradable for ISK and pilots, which translates into the ability to purchase virtually every ship, module, and weapon in the game, up to and including the enormous Titan superweapon ships and pilots capable of operating them. This was many years before the advent of PLEX. The main difference is that PLEX exists in-game, and a few other logistical details.
Selling PLEX is as easy as pressing a button and takes almost no time at all, just a modicum of patience. The only people who realistically lose PLEX are those who try to use it as a trading good, buying low at one station and selling slightly higher at another. That's what happened during that incident you're referring to in which some retard lost thousands of dollars' worth of ISK undocking a frigate full of PLEX in Jita...
while his corporation was at war with another (i.e. carte blanche to attack even in high-security space).
As I've mentioned every time I make the comparison, GTC/PLEX exchanges are indeed exchanges between players, and the ISK/pilots aren't purchased directly from CCP. I'm not sure if you retards can't read or live in Kazakhstan or if you're just too eager to bitch and complain to pay attention properly before you start typing, but each time I've been sure to make that clear.
That having been said, the principle under discussion is the same: Whether purchasing ships from other players or from the developers, the fact is that money can buy you a fleet of mighty ships in either game. In EVE, that doesn't matter, since skill at playing the game, experience with the game, and social connections are more important than anything else, and don't come quickly and easily.
My point being that if Star Citizen is so popamole and shallow that buying a bunch of ships means you WIN THE GAME!!, then I wouldn't want to play it anyway no matter what the business model might have been. Either way, the business model doesn't matter except to jealous people who are unable to understand why someone else's ability to afford a $250 imaginary space ship doesn't affect them in any meaningful way except that someone else has something they don't.
Second, Eve devs DID TRY putting micro-transactions in the game a few years later. First it started with the clothes and decals and shizzle, then a leak on how they planned selling in-game ships and ammo was released over the Internet. Needless to say, it was a giant scandal at the time.
I can't imagine why people would be upset at CCP trying to put expensive microtransactions into a game where you already have to pay a subscription for each character, which CCP wasn't planning on eliminating anytime soon.
EVE and SC are very different games in many ways, one of which being that SC isn't an MMO in the same sense that EVE and Everquest and UO are MMOs, the other being that SC never was planned to have a subscription model.
Finally, absolutely no one in this thread has presented a good reason why 20 or 30 million is "enough" or why 50 million is "too much." Reminds me of people who think a $20m Faberge egg is "too expensive," despite the fact that said egg was appraised and then bought for $20m. Why should they stop crowdfunding?