Sorry all, this week was a long holiday, so was unavailable. I've caught up. Quick thoughts, more later:
1. I agree with mathdude on faust's plan.
It's trivially easy to reveal players' timelines via voting, so long as the mod provides vote counts at a reasonable rate. scola can do it alone, or with one or two more active players who want to do so. Using a separate voting system to keep track of preferences is fine, I guess, but we run into the very clear problems that mathdude laid out, specifically the preferred exile being inactive and therefore invalid. Then what? That's a wasted day. Sure, we could be like, welp, let's just do that person when they are active. But then all sorts of night actions can happen, new information can change opinions, etc. And so that's bad. Plus, what do we do today?
2. I don't like the mechanic, but that's a personal opinion based solely on catching up right now. Inactive players have little incentive to pay attention when they cannot affect the outcome. They should pay attention to figure out the game, alignments, etc. but I think if we're all being honest, we can say that most of us are more likely to be involved when we can do things. So I worry about overall participation.
3. Maybe I'm wrong though and there are cool things planned for the timeline things. All I remember about the movie is memory loss and tattoos.
4. With 16 players, there has to be at least 4 non-town, but probably more. I'd say at least 5, if I were designing. But let's go with minimum. Then split into timelines. Now, if each mini-game is 2 v 6, what happens if mafia wins one? Imagine they run the board in one timeline and we no exile every time in the other -- then we have 6 v 4 overall, but odd interactions. I'm not sure what my point is here, but I think there is important stuff here. Something with night actions maybe?
5. What about the QTs thing? Do we talk about that?