Though I see the purpose of the mechanic, I fear that it will encourage jelloing pushes more than anything.
Jelloers already have no issue with generating speed, telling them that two jelloers can make the flag go faster then before will encourage people to more frequently go scout in order to be "helpful" by generating motion.
I also don't think this is enough to encourage a pub to form a push. A slow moving push has nothing to gain out of walking the intel carrier back to base score wise and strategic wise, and any person gaining a significant speed boost from the group has no reason to stay with the group when they can rapidly sprint for base, riding the gravity slingshot.
I really like the idea, but I'm not sure it will cause its intended goal. I feel like you were going for push encouragement, but I feel instead you made the intel a one man disciplinary action.
Not boosting them, but slowing them down when next to more enemies than friends would punish two jellos, but not a whole team, while also encouraging the defenders who aren't defending to ambush and so slow down the intel.
If two jellos are more people than the defense, the intel deserves to get capped.
I don't think blue here is talking about raising them above their normal speed level, but instead raising them from the intel run speed to their full runspeed.
That's incredibly little. I don't think anyone will notice that, which means that no educational effect will come out of it.
Again, there's no need to give a speed boost, people are fast enough. Just deal punishment to people who are alone with enemies, or with less allies.