Spyfall-inspired mechanic; input welcome

So sjg has recruited me to finally GM a game after six years of playing here, and ideally I'd like to design a good one. Now let me just say right off the bat there's like a 90% chance I'm going to scrap any original thought and just word-for-word copy Crunkus' Night Vale design right down to the flavour (and Canadian spellings), but allow me to entertain the idea that I'll do something a little different.
My friends and family have been getting a lot of use out of the game Spyfall this holiday season, a party/lying game not dissimilar to mafia. All players are essentially "town" except one spy. At game start, all town players are given the same location from a pre-set list: the bank, an airplane, a passenger train, a military base, etc. The Spy knows they are the spy but does not know the location everyone is in. The town is trying to catch the Spy, the Spy is trying to figure out where the hell we are. Players take turns interrogating each other. "What do you smell?" "What did you bring here?" etc. The tension is in asking questions and giving answers that are sufficiently informative that you're able to convince fellow townies that you do know the location, but sufficiently vague that the Spy cannot guess where we are. Tricks and traps highly encouraged.
My thought is to create a mafia game in which each Day Phase is also a mini-game of Spyfall, with lower stakes than immediate loss/victory for guessing the location. Each town player will be PMed a key (depending on the theme, this may be something other than strictly a location, perhaps a specific book or genre or time period, the important thing is that it's a specific detail that the town knows and the mafia do not) from a short list of potential keys. They can use their privileged information to scumhunt, but in return the mafia are given a major advantage if they can successfully guess where we are. Right now I'm envisioning a couple different ways this could work. I would love some input.
Proposal 1
8 town / 4 mafia
Scum have day chat and get one guess at EOD at the location.
Game proceeds as slightly scum-heavy vanilla with no scum night-kill UNLESS the scum is able to correctly guess the key on the previous Game Day.
In this set-up you can get one confirmed townie per day, maybe more if you're clever, but that guarantees the scum have an unblockable night-kill. If town can come into a 2:1 final day with a confirmed townie, scum almost certainly lose.
Proposal 2
9 town / 3 mafia
Otherwise same as above, but the scum can guess the key at any point during the Day, and if they're right they can immediately select a player to eliminate, whose lynch vote is then not counted. This set-up would therefore be essentially nightless as-is.
Proposal 3
Same as Prop 2, but with added town roles (doc, cop, the usual suspects) and a normal night-kill for the scum to add a Night element back into the game. This could become complicated to run, but I imagine I could manage it if players think it would be fun.
Proposal 4
Same as Prop 3, but eeeeveeeen mooooore coooomplicated by distributing town-positive roles through a blue-voting system that creates additional incentives to become town-read through proving you know your key, and therefore additional opportunities to slip and give too much away to the wolves. Probably not coincidentally, this most complicated design is currently my favorite.
Proposal 5
9 town / 3 mafia or potentially even 10/2.
The scum have no day chat, and each scum individually guesses the location. The scum receive a kill for each correct guess.
Thoughts comments questions concerns?
My friends and family have been getting a lot of use out of the game Spyfall this holiday season, a party/lying game not dissimilar to mafia. All players are essentially "town" except one spy. At game start, all town players are given the same location from a pre-set list: the bank, an airplane, a passenger train, a military base, etc. The Spy knows they are the spy but does not know the location everyone is in. The town is trying to catch the Spy, the Spy is trying to figure out where the hell we are. Players take turns interrogating each other. "What do you smell?" "What did you bring here?" etc. The tension is in asking questions and giving answers that are sufficiently informative that you're able to convince fellow townies that you do know the location, but sufficiently vague that the Spy cannot guess where we are. Tricks and traps highly encouraged.
My thought is to create a mafia game in which each Day Phase is also a mini-game of Spyfall, with lower stakes than immediate loss/victory for guessing the location. Each town player will be PMed a key (depending on the theme, this may be something other than strictly a location, perhaps a specific book or genre or time period, the important thing is that it's a specific detail that the town knows and the mafia do not) from a short list of potential keys. They can use their privileged information to scumhunt, but in return the mafia are given a major advantage if they can successfully guess where we are. Right now I'm envisioning a couple different ways this could work. I would love some input.
Proposal 1
8 town / 4 mafia
Scum have day chat and get one guess at EOD at the location.
Game proceeds as slightly scum-heavy vanilla with no scum night-kill UNLESS the scum is able to correctly guess the key on the previous Game Day.
In this set-up you can get one confirmed townie per day, maybe more if you're clever, but that guarantees the scum have an unblockable night-kill. If town can come into a 2:1 final day with a confirmed townie, scum almost certainly lose.
Proposal 2
9 town / 3 mafia
Otherwise same as above, but the scum can guess the key at any point during the Day, and if they're right they can immediately select a player to eliminate, whose lynch vote is then not counted. This set-up would therefore be essentially nightless as-is.
Proposal 3
Same as Prop 2, but with added town roles (doc, cop, the usual suspects) and a normal night-kill for the scum to add a Night element back into the game. This could become complicated to run, but I imagine I could manage it if players think it would be fun.
Proposal 4
Same as Prop 3, but eeeeveeeen mooooore coooomplicated by distributing town-positive roles through a blue-voting system that creates additional incentives to become town-read through proving you know your key, and therefore additional opportunities to slip and give too much away to the wolves. Probably not coincidentally, this most complicated design is currently my favorite.
Proposal 5
9 town / 3 mafia or potentially even 10/2.
The scum have no day chat, and each scum individually guesses the location. The scum receive a kill for each correct guess.
Thoughts comments questions concerns?