OK so I run some tests on multiple variances of the moons/sattellites and below I present the results:
***Please take into consideration that I remade all examples provided here under MMF2 and modified them to do same operations (Set Random Scale value, instead of slow step increase/decrease as in Complex case)***
I run several tests for each method of moon allignment (3 runs of 3) and provided average variables below (Top most Planets, Satellites/Moons and lowest most FPS during their re-scaling).
Following methods were used:
1) Pick One of + Variable
2) Fast Loop + Spread ID
3) Fast Loop + Pick One Of (No Variable!)
4) For Each Basic (The most basic For each I gather)
5) For Each Complex with Effects on (seperate loops for scaling down/up)
6) For Each Complex with no Effects (seperate loops for scaling down/up)
It seems that the most FrameRate resistant method is without any FL/FoE as objects are pick invididually so there is a little lag (you can see individual planets being rescaled) however it doesn't require lots of power so it is a good alternative for low-end platforms (Flash/Mobiles) with some extra coding could suprisingly be the most efficient method.
It also occured that FL+Pickup is nearly as efficient as For Each Basic, which sounds as a very good alternative for me - as For Each I got is not supported under XNA, and I doubt my lecturers would be happy to see unknown to them For Each extension (lol).
Yet For Ech Proved to be able to handle most objects with highest framerate +for ross for making it, as it works, lol.
Pick One Fast loop FL PickUp ForEach B ForEach C ForEach N
Planets 926,3333333 912,6666667 916 919,6666667 820,3333333 917,3333333
Satellites 6900 6819,333333 6810,333333 6863,333333 6142,333333 6819
Refresh 45,66666667 14 15,33333333 16 19 16,33333333
Comments Individual pick slow with over 5 objects - lol