mirror of https://github.com/dirtbags/moth.git
Clarify a few things
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@ -15,6 +15,9 @@
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<li>
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<a href="puzzles.html">Puzzles</a>
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</li>
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<li>
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<a href="scoring.html">About scoring</a>
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</li>
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<li>
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<a href="irc://10.0.0.2/ctf"
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title="IRC on 10.0.0.2, channel #ctf">Contest chat</a>
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@ -24,8 +27,8 @@
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<h2>Claim Token</h2>
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<form action="claim.cgi" method="post">
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<fieldset>
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team:<input name="t" size="8">
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token:<input name="k" size="20">
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team hash:<input name="t" size="8">
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token:<input name="k" size="30">
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<input type="submit" value="claim">
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</fieldset>
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</form>
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@ -78,17 +78,20 @@
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<h2>About time</h2>
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<p>
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Many Capture The Flag contests attempt to reward teams who answer
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quickly with more points, by adding a "quick answer" bonus or
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decaying point values over time. Our contest doesn't work this
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way.
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quickly, by adding a "quick answer" bonus or by decaying point
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values over time. Our contest doesn't work this way.
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</p>
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<p>
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We believe that given enough things to work on, quick-moving teams
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will emerge with more points by answering more questions; while
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providing novice teams a realistic picture of how they're doing.
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In addition, when the game infrastructure goes down—which seems to
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happen a lot in anybody's CTF—there's no losing points while the
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organizers struggle to get things back up.
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We want to focus on rewarding technical proficiency, allowing
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skilled contestants to prove their worth independant of their
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ability to hit F5 quickly. It is our hope that by providing
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enough things to work on, quick-moving teams will emerge with more
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points by solving lots of puzzles, while novice teams get a solid
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benchmark against which to judge their technical skill level: you
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don't have to make allowances for reaction time in comparing
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scores. In addition, when the game infrastructure goes down—which
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seems to happen a lot in anybody's CTF—there's no losing points
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while the organizers struggle to get things back up.
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</p>
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</body>
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</html>
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