We're not currently working on a solution, but here's a FRED-only work-around which should should work and doesn't require any scripting

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Have your wing spawn far away from the battle (preferrably using the no-warp-effect flag) and move it to your ship's hangar using the set-object-position sexp (note that you'll need to do this individually for every ship in the wing). To get the hangar's coordinates needed for the move, you must use the get-object-x, y and z on the carrier and add or substract from that value using the arithmetic operators so you get the coordinates of the carrier's hangar relative to the carrier's centre-point. Here's a quick example.
Let's say your carrier's hangar is a bit below and just a bit to the right of the carrier's centre-point. You will have to add something like 50 to the get-object-x using the + operator, and substract something close to 30 from the get-object-y value. In this particular example, an edit of the get-object-z value isn't needed as the hangar is at 0 distance of the model's centre-point on the z axis.
This tutorial only covers a simple cavity hangar, like the Hecate's, which doesn't require paths. Paths are a whole differen't can of worms which are rather hard to fake.
Hope you'll find this helpful
