Different effects for pick up, reloading, firing for each weapon
Effect for changing weapons
Taking Damage
Use directional forces for full force feedback devices.
Scale the magnitude of force to be proportional to the damage taken by players.
Have different forces for different types of damage. A hit by bullets might feel different than getting electrocuted with a taser or blown up by a bazooka.
Special effect for players dying
Ammo depleted effect
Aiming Crosshair assistance
Add textures, buzzes or pulses when crosshairs engage enemies.
Different effects for friendly targets
Different effects or textures for objects you can interact with or destroy
Footsteps, jumping or landing
Bumping into walls or other objects; Give a grinding or slight texture effect when sliding along a wall
Proximity explosions, where the effects' strengths are based on the distance from the explosion
Tremors, earthquakes, screen shakes or recoils
Different effects or picking up all items
Different effects for using or accessing different items like switches, levers, knobs, or buttons
Special feedback effects for animated cut-scenes, synched with sound effects