Yes, it can definitely be done.
You can buy a 30-day PLEX from the in-game market. PLEX are purchased by other players and listed on the market, which means it's affected by the normal supply and demand that affects nearly every marketable item in EVE. So, the price can go up or down over time. You can check the price of items on the market out of game using online tools, such as Eve Central. Eve Central has the market listing for 30 day PLEX here. If you know what you're doing and have the time, you should be able to fund the PLEX you need with in-game currency.
The only difficulty is in that "know what you're doing" part. Instead of actively playing (which can easily take more than a couple hours a week) you need to utilize all the methods of generating income while offline. Research Agents, Planetary Infrastructure, and The Market are the three biggies. You'll need a while to set all that up, and now that EVE Online has Alpha clones, which are free to play, you have the ability to set up most of the skills you need without subscribing. And you'll have to play a bit more than a couple hours a week to get it up and running, too.
Warning: Some mission grinding to increase faction standing will likely be required. Some necessary skills are not accessible as an Alpha clone and will require subscribing.
On the whole though, I'd say that if your "addiction" only means a couple hours a week, then you haven't got any addiction to speak of. 8)
This does bring up the valid question of how to use those three methods to generate ISK.
How to make ISK while online
- Kill NPCs (preferably in 0.0 space with low true-sec) - you'll be able to make between 20M and 30M a "tick" (20 minutes of flying anomalies)
- Do high-sec missions
How to make ISK while offline
- Use the market to generate income
- Use the market to buy things you need and sell things you don't need. This will teach you the basics of how it works: buy orders and sell orders. Also explore the 'details' section where you can see the volume traded per day and the low and high prices that day. Notice the systems that the majority of buy and sell orders are based in, this is the 'regional market hub'.
- Find items that have a high trade volume in your region and that you can post a low buy order for. Post a buy order.
- Collect your purchases, transport them to the market hub (or anywhere that you can get a good price for them) and post a sell order for them. People will pay a good price if you're selling the item they want at the station they want.
- Develop Planetary Infrastructure (will require some skills that are accessible only by buying game time)
- Use the market to find a planetary resource that sells well in your area.
- Find a planet that you can produce that item on, drop a Command Center on it, build extractors (and factories if necessary) to produce that item.
- Keep those extractors running constantly. Set them to run for as long as it will be till you can set them again.
- Post low buy orders for all the planetary resources you're producing on your planet as detailed in 1-2. This is a good alternate source of resources if you can't produce enough raw material to satisfy your factories (and really, who can?)
- Transport resources you've purchased cheaply to the planet, take away resources you've created on the planet. Sell those resources as detailed in 1-3.
- Get Research Agents (will require some skills that are accessible only by buying game time)
- Find corporations in your area that have R&D agents. Get the best R&D agents you can. Research the Datacore items they can produce for you, look on the market for which one is the most profitable in your area, start the research. Drop a pile of Tritanium in the station where the agent is.
- Run missions for those corporations to raise your standings with them. Note: The missions that Research Agents give once a day count towards the 16 you need to get a storyline mission. Try to get the storyline mission from an agent in the R&D corp.
- Once the higher standings you've achieved give you access to higher quality R&D agents, stop the research with the old and inferior agent and start up a new research project with the new and improved agent.
- Collect datacores every now and then, sell them as detailed in 1-3.
Note that market ability is the key skill here, all other methods are merely ways of cheaply generating things that you can then sell on the market for a nice profit. Market ability only takes a couple hours to train on your character, but your personal skills at it will develop for years and years.
When you say Moon Base, I assume you mean Player Owned Stations, or POS for short. These are often used in lowsec to do various useful things that you can't do in a NPC Owned station, such as Moon mining, some types of capital ship construction, and other things that don't spring to mind.
There are two often used theories behind building a defense on a POS. The "Dickstar" and the "Deathstar" and all sorts of iterations between these two.
The "Dickstar" theory is to make it as annoying as possible for people to attack your POS. In practice this means having a Large POS to have as many hitpoints as possible, having plenty of shield hardeners online to have your resists up to give you more effective hitpoints, and then having lots of ECM batteries as well as a few neutralising batteries, and other assorted such as warp scrambling/disruptor batteries and webbing batteries. This should mean that if they bring a battleship heavy fleet to bash the POS, they will spend a long time being jammed and having to relock targets. Neutralising batteries mean that Laser Battleships (often the most common to bash POSes due to not having to worry about reloads) will often get capped out and not be able to fire.
The "Deathstar" theory is to have lots of guns so that it is possible that enemy ships that are assaulting the POS could be destroyed. This relies more on having lots of the turret batteries (most popular setups use mostly artillery, autocannons, and pulse and beam lasers, but it is a matter of taste sometimes as to what type of guns people use), and missile batteries too, but a lesser extent due to them not being able to used after the tower has gone into reinforced mode. Also webs, disruptors, scramblers could be useful here. This type of setup really benefits from having active people online who might be able to sit in the POS gunnery role and concentrate the battery fire onto specific targets rather than let the POS choose targets randomly.
There are also other theories around for how to fit towers, and also all of this has to be weighed up against how much fitting room you have available after you put on your required money making modules (moon miners, ship maintenance arrays, etc...). And also against how big your tower will be which will directly affect how much it will cost to run.
Keep in mind cost to fuel a tower currently (as of 16/11/2011) depends to an extent how much CPU and Powergrid you are using on the tower. More usage means more consumption of Ice products. When the next patch comes in (in December I think), the fuelling tactic will change, and this variable will be removed. That is to say it will cost the same to fuel your tower no matter how much CPU or Powergrid will be used, and you should probably anchor as many guns as will fit and you can afford to buy. In fact it's even worth having more guns anchored than will fit as well but offline (so that it doesn't count towards CPU/PG) so they can be onlined in the middle of an assault if other batteries are destroyed/disabled.
All of that said, all of these tactics can still be gotten around with bigger and bigger ships and fleets. ECM can be countered by using Dreadnoughts that are immune to it. Lots of guns can be countered by using lots of logistics ships or even carriers (which are also immune to ECM). The only real defence is to make it either not worth their fleet investment (having to bring bigger ships or more of them) or worth their time (having to deal with jams), but even then this is not a guarantee, as sometimes people just like to spend an inordinate amount of their time making other pretend spaceship lives hell :)
Best Answer
According to this source, "you get a standing loss equal to the standing you would have gained if you accepted and completed the mission" within the critical 4 hours scope... I have no idea how confident you can be with this information, as the source is not an official document (even if part of the official Eve wiki). A good part of the standing math is explained here, if you do not already know this page.
Good luck, and I hope I did not help a Caldari state agent today... :)