Obviously you have never seen Robotech, sir.
Heh, I have. Have every book and DVD. But that's more 'magical' and fantasy based than I care to have in a 4X/RTS type game.
When I first put my carrier up and carried it into battle for the first time, I said, "Oh, thank god. I don't have to go back 8 jumps to restock my fighters that were so easily killed."
I'm not saying it's realistic, but it is much more functional and more action-packed if you don't have to take care of the micromanagement of keeping carriers stocked. Taking away that level of micromanagement is refreshing in RTS, as it frees up your gameplay for the more interesting parts of the game.
But, to justify repairs in space and building fighters, I think of it as all going into the original production cost. Say something costs 2000 metal to make. I imagine that they use, say, 1500 metal in the construction and then 500 metal to make "hull patches". That way they can repair in-flight. Maybe they pick up teeny-tiny repair patches or extra metal from the ships they kill to keep a stock while they're away from a home port, and they have the machinery necessary to manufacture repair patches on board.
Just a thought on that one.
Well, it's a valid point. Personally, not realistic very much, but a good point given scale and time issues (frustration in managmenet if you like). There is a V1.3 patch recommendation post in the SP forum that I posted a long list of future features in.
This list (not a V1.3 patch request, longer outlook item) included the creation of fleet support yards and space stations to augment hangars.
Additionally, as a mechanic, I think that you should be able to transfer fighters, platforms, and mines all but automatically from one planet to another if they have trade links (not posted) - but that may be too complex or over the top for an RTS (if possible as a game engine mechanic even, which I doubt).
Given the 'magic' of fleet supply in operation perhaps there is a 'fix' there for us folks who want a wee bit more realisim to the logistical scene. Fleet support ships (logistic/repair/supply ships that can handle building fighters and doing major repairs as well as keeping non-energy based weapons supplied to the fleet units). But this would imply as well a supply rating and tracking for ships equiped with non-energy weapons.
As a mild alternative to this suggestion perhaps you could have lines of supply... IE, any where your trade ships can reach you are 'in supply' fleet wise, anywhere they can't you are out of supply and will run out of non-energy based weapons and repair parts/supplies unless you have a fleet support ship as part of the group or in range? I rather like this, and the in-game mechanics for this already exist in some form so it could be relatively easy to impliment I would think (the only question being adding supply levels or markers to ships and squadrons).