From df6d8f1c70bd6bb55fb0cfa92f42ab520f62c6ce Mon Sep 17 00:00:00 2001 From: Neale Pickett Date: Wed, 27 Oct 2010 14:50:16 -0600 Subject: [PATCH] Clarify a few things --- packages/mcp/www/index.html | 7 +++++-- packages/mcp/www/scoring.html | 21 ++++++++++++--------- 2 files changed, 17 insertions(+), 11 deletions(-) diff --git a/packages/mcp/www/index.html b/packages/mcp/www/index.html index 70cc348..5c2f69d 100644 --- a/packages/mcp/www/index.html +++ b/packages/mcp/www/index.html @@ -15,6 +15,9 @@
  • Puzzles
  • +
  • + About scoring +
  • Contest chat @@ -24,8 +27,8 @@

    Claim Token

    - team: - token: + team hash: + token:
    diff --git a/packages/mcp/www/scoring.html b/packages/mcp/www/scoring.html index b78c82f..9a4b4d7 100644 --- a/packages/mcp/www/scoring.html +++ b/packages/mcp/www/scoring.html @@ -78,17 +78,20 @@

    About time

    Many Capture The Flag contests attempt to reward teams who answer - quickly with more points, by adding a "quick answer" bonus or - decaying point values over time. Our contest doesn't work this - way. + quickly, by adding a "quick answer" bonus or by decaying point + values over time. Our contest doesn't work this way.

    - We believe that given enough things to work on, quick-moving teams - will emerge with more points by answering more questions; while - providing novice teams a realistic picture of how they're doing. - In addition, when the game infrastructure goes down—which seems to - happen a lot in anybody's CTF—there's no losing points while the - organizers struggle to get things back up. + We want to focus on rewarding technical proficiency, allowing + skilled contestants to prove their worth independant of their + ability to hit F5 quickly. It is our hope that by providing + enough things to work on, quick-moving teams will emerge with more + points by solving lots of puzzles, while novice teams get a solid + benchmark against which to judge their technical skill level: you + don't have to make allowances for reaction time in comparing + scores. In addition, when the game infrastructure goes down—which + seems to happen a lot in anybody's CTF—there's no losing points + while the organizers struggle to get things back up.