These multi-coloured Dark Zone keys stay in the Dark Zone and cannot be taken with the agent once an agent acquires any of them from a Dark Zone. The sole purpose of keys is to give the agent who acquires them a player enhancement benefit that only they can have while playing in the Dark Zone. Most if not all the actions a player can have once acquiring each key for themselves are instant control upon meeting other agents or objectives in a Dark Zone only environment. If the agent dies while holding the keys they acquired then they also drop the keys each time they die in death similar to loot agents collect during their time in a Dark Zone. If agents leave the Dark Zone they also drop keys at the current checkpoint they a placed at.

The keys function only one time for the agent who has acquired them before they drop on the ground, The player holding each key needs to be in close proximity for the benefit of them to function, because the keys are a one time player enhancement Dark Zone gameplay functionality benefit they can alter what goes on in a Dark Zone and have Dark Zone gameplay alterations if to many keys are placed their. The Dark Zone will not function correctly if to many keys agents collect are in Dark Zone spaces.

If agents are victims of the key benefits from an agent who has acquired them then they would need to kill them to acquire the keys dropped by the killed agent. Players will not know about the keys an agent holds until they become the victim of them.

If there's 10 keys a single agent could acquire within Dark Zone spaces and 40 keys are placed in a Dark Zone it means only 4 agents could acquire all 10 keys each for a one time use of those keys. It's possibly not possible for an agent to collect all keys for themselves because of one time use, although the key could change to another when dropped.

The benefits of these multi-coloured micro keys agents collect would have to outweigh current ongoing activities taking place in the Dark Zone spaces for players to feel the need by collecting them for their usage.

These collected keys represent instant control for the agent without having to gain control of the situation playing out. At first I thought of a Dark Zone identity card for each agent upon entering a Dark Zone space but the coloured keys could be seen in the same inventory screen as the agents gear is.

All agents are apart of the SHD even if their rouge, these keys would help flexibility and self-control over the Dark Zone.

Once the agent acquires the pacific key that states the action the key can take it's placed the their inventory.
Instant actions taking place in close proximity once the keys are acquired are these.
1.Faster agent running speed.
2.Cancel agents rouge status-go rouge upon meeting a rouge.
3.Cancel rouge manhunt targets-steal manhunt status.
4.Cancel extractions upon arrival-call extraction.
5.Rouge blocker-your agent is not visible to rouges on radar or hud.
6.Manhunt terminals blocked for manhunt agents.
7.Extraction site radar-highlights all enemy's and agents
8.Land Mark radar-highlights all enemy's and agents
9.Agent supply drop guarantee-first agent to the drop gets to claim the drop.
10.Early notification of new Land Marks open, supply drops and extractions taking place,
11.Hi-Jack extraction blocker. Automatically stop hi-jacks in extraction area,
12.Exotic weapons rendered useless. Lower damage dealt by exotic weapons.

These are my keys an agent could collect in the Dark Zone. These multi-coloured micro keys are an instant access of abilities for the agent who has found them or collected.

A Dark Zone extra.