You've seen them when you activate sensors--any robots in view are labeled with an alphanumeric string
Yeah, that might be it. BTW, I would never guess I like animations in a turn based ascii game so much. I sometimes flip sensors/scanners on and off just to see the effects. And I almost always watch the initial screen to play through instead of skipping it.
I can see that going in the robot info, a kind of unique identifier, though that page is really full right now. Putting the associated ID in the log could work, but it might make the gameplay more tedious since then you may feel obligated to check them all when you want something.
If you decide to put the ID, then would the line with ID: HOSTILE be the natural choice? There is still room in that line.
ID: HOI81JL6 (HOSTILE)
I am not sure I understand your comment about feeling obligated. If anything, knowing exactly who you are after makes you feel less obligated to attack all haulers indiscriminately.
If you decide to go with this system, there will definitely be a need to put a terminal output/commands to a log window, so player can scroll it back and refresh his memory after he encounters haulers. This way an opportunistic tactics would be to get hauler manifests routinely, and if any of them has some shiny stuff, then check haulers you meet for ID and if matches, hunt him down.
Maybe you do not even need special terminal window. Just open log file to full size when connecting to the machine and direct all output there. Restore it to its original size when disconnect from terminal/machine. This way all the UI for scrolling etc. need not to be relearned.