Instead of using xy measurements based on distance, the force applied is equal to the DISTANCE FORMULA of the objects, so if they are far away they will to to move back together more quickly... this is the opposite of what would happen in a real world experiment, but for applied mechanics in a game situation, it seems to work quite well.
I will keep playing with it before I upload... the way your example works is probably way better than mine, so I may work with your example and include the merging and seperation of objects based on a player shooting at them.
~Sol
The force applied is derived from 640 - distance, so if an object is 500 pixels away, the force would be 140, and if an object was 20 pixels away, it would be 620. So it is set up to where the force is correct, just only for certain distances, because if it's over 640 pixels away it's repelled.