Man, the ability to use my Soldiers as pilots was one of my dreams when I was playing the game back in 1994 too! I mean, how cool is that!
About the placement: There is even an easier way to do this, the last person on board (the one placed farthest from the exit) is the pilot.
Now how I'd see this...
Craft weapon Accuracy = Accuracy - 8 + Reactions/5
So a soldier with 40 Reactions fires the guns at standard Accuracy, a soldier with 10 Reactions reduces Accuracy by 6%, and a soldier with 70 Reactions increases it by 6%
Bravery modifies the speed in Geoscape, say
Speed = Speed - Speed*0.02*(8 - Bravery/5) so again, 40 Bravery results in a unmodified speed, 10 Bravery decreases the speed by 12%, and 70 - increases it by 12%.
In addition, both values could modify the dogfight engagement speed - a soldier with higher values would approach the UFO or disengage quicker, say:
Dogspeed = Dogspeed - Dogspeed*0.03*(16 - Reactions/5 - Bravery/5), so 10/10 would result in -36% speed, and 70/70 in +36%, substantially increasing the chances for survival.
Additional notes:
- Hitting UFOs trains Bravery and Reactions (very slowly), and any UFO kills give an extra boost.
- All these accuracy, speed and training formulas increase the comparative usefulness of the Cannon and, to a lesser degree, the Laser Cannon, while the effect on Missiles is the least one;
- If the interceptor takes any damage in excess 65% HP, the soldier takes 1 HP damage for every extra 1% of interceptor damage (this cannot exceed max damage capacity, ex. if an Interceptor took 150 damage in a single hit, the soldier still only takes 35). If it causes the soldier to die in his cockpit, you lose the craft.
- If the interceptor is downed, the pilot takes extra 0-20 random damage (this might be reduced if he was downed close to a city, and increased if over sea/ice/desert). If he STILL survives, he is placed in the Transit queue to his base of origin. 72 hours later, he lands in the hospital ward, with many tales to thrill the nurses with while he recovers...
- Interceptions (if the UFO was engaged) count towards Mission totals, and UFO kills count towards kills total.
- The engine must check if the craft has any Battlescape map; if it doesn't the craft can't engage a tactical mission.