God Factory: Wingmen is a rather unique game, combining space fighters, dogfighting, Moba style objectives and a great deal of customization. I'm certainly not the first and definitely not the last person to say this, but this is the first game in quite a while that has given me a legitimate reason to want to buy a joystick.
Firstly if money is a factor that makes you hesitate then at the time I'm writing this I would hold off for a bit, as the game is majorly PvP centric and getting a good match going can be difficult at the moment due mainly to a low population. You can play against bots but players are always the better choice, and the bots don't exactly go easy on new players even at low ranks. There is a major update incoming as well as a free weekend so if this interests you keep and eye and give it a shot while its free.
The game itself has a lot of depth, which is both good and bad. I personally really enjoy the detail that goes into building your own personal ship as well as the great deal of options in game of both tactics and maneuvers, however there is a LOT to learn, which can certainly get in the way of getting comfortable playing the game. It can be rather daunting starting out but I found that it gets better and better the more you learn. One mistake thats easy to make is getting too hung up on ship setups and equipment. Most weapons and such handle similarly enough (there are of course exceptions) that a player whos got good control skills will do well and one without will almost always do poorly, so I would focus more on getting the gameplay control down before worrying too much about trying to make a super flying deathmachine.
Most of the regular players are quite friendly and can give some pretty good advice.
There are tiers of ship parts, for the core frame parts (wings, body, cockpit) the higher tiers are generally higher stats but higher requirements as well, so higher end is generally stronger if you can fit it in.
Some special parts such as abilities and special equipment often have radically different effects with a same basic idea behind them per tier, so while higher may cost more it will not always be better performance wise depending on what you want to use it for.
weapons work similarly to the core parts but with the damage types and constraint limits with many high end parts, as well as the flexibility of having two wing weapons, maximum tier versions of the weapon are not always the best choice.
Ship constraints are determined by parts such as the body, and generator and such, however the constraints themselves are not hard capped, you can exceed the constraints and take a penalty based on what category you're exceeding, which scale based on how much you exceed by. It is quite possible to make and exceptional ship that goes over its constraint limits but is generally something you'll want to avoid.
overall - lots and lots of details, this can be very overwhelming but a solid basic setup will still perform well and doesn't need to be overanalyzed when starting out. I personally love the level of detail that can go into ship building but this can be a negative as well for some players
Personally I found the default mouse and keyboard controls to be a bit awkward at first, after getting used to them a bit it worked very well, but I did end up changing them so I would conflict too much with other games I play as switching back and forth between control schemes with some similarities was more trouble then it was worth to me, but with a few minor adjustments it works great. Also there's word that the new version (incoming fairly soon) will have altered default controls to match up more closely with more commong Mouse+keyboard schemes players may be familiar with. And although I don't have access to a setup regularly the game is a blast with a good joystick.
There are a wide variety of built in maneuvers available to the player and they're flexible enough to be used in a very wide variety of ways to create some pretty crazy maneuvers.
overall - Has a significant learning curve but I feel the controls are solid, and offer enough options and flexibility to create a good non-restrictive experience
The game itself currently consists of two teams fighting to destroy eachothers carriers, it has Moba style objectives where killing the oposing team players does offer and advantage but if not capitalized on doesn't garuntee anything.
Currently there is one map with several new ones reportedly coming in the next update, however I'd also like to add that the map is varied and balanced enough that with the way the game plays I would say that this is not a problem.
Dogfighting is important but as above with kills is not anywhere near the end all of how to win or even play. Ultimately the carrier is what matters and your ability to either stop the enemies attack force or simply outdo their offense with your own will determine the match. Additionally carriers have a main cannon that will periodically fire at eachother creating a limit to how long a match can last, with a draw being determined by either most gunship kills (a players main ship) or additionally the teams overall score if kills were even as well.
The carrier has several destroyable parts such as a radar, repair station, shield generator, which when destroyed inflicts a different penalty on the opposing team as well as suffering damage to their overall carrier integrity. This allows for many different approaches on how to take out the carrier, from going for surprise attacks on undefended parts, crippling the enemies ability to resupply and radar range, or even going for maximum carrier damage by stripping its defenses.
It's also important to note that players themselves can be harder to destroy than might be expected, often requiring at least two players to garuntee a kill before an experienced player can escape to relative safety, however losing a ship can be a major loss to a team or individual, as a lost gunship is permanently out for the rest of the match. A player is allowed to bring two seperate gunships into a match and they may not have any overlapping parts (with 4 different races to pick from even building two ships for similar roles and performance is quite doable), and a lost ship is replaced with a standard drong ship for that race, which are generally weak stat wise but cannot be ignored as they can still turn the tide of a battle as well as not costing the team any points towars a tiebreaker if the drone is destroyed as it will respawn. Also players are allowed to request to share ships with another of their teammates giving both players free access to eachothers ships for the rest of the match, altho the rules for losing ships remain even if another player is piloting one of your ships.
overall - a unique game with a focus more on team objectives than a straight forwards deathmatch. There is as much place on a team for a player who wants only to shoot down enemy fighters as well as a player who wants to focus solely on bombing the carrier. Survival is also quite important as you may lose an edge with too many gunships lost, but kills alone don't decide the match and a team can lose many more ships than the opponent and still come out significantly on top.
Final notes, again at the time of writing this there is an update incoming and reportedly shortly after this game will be available for a free weekend so if this interests you at all, keep an eye out.